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Hegel

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Everything posted by Hegel

  1. Excellent work, easily one of the greatest achievements of the f2p world.
  2. 'You're' is clearly the appropriate word here, especially considering that 'banned' is not even a noun. The word 'your' is often incorrectly used in place of 'you're', probably because the two words sound similar in colloquial usage. On topic, I would definitely quit considering how much time would be needed to train a new account to comparable stats, the fact that I will probably quit in the near future notwithstanding.
  3. Only looted the chests in the last and occasionally 2nd last rooms, so I only got around 10 sceptres. As for money made, deducting the costs of monks, bunyips and potions, probably 5M or so
  4. There was a bug with SC where you could gain over 500K thieving xp per hour which many maxed players and high level thieves used. That was why the xp for thieving in SC was removed.
  5. 99% from plundering, mainly solo at 250-260K xp/hr For those wondering, I have not unlocked the SC music and so obviously did not use the 500K+ xp/hr bug
  6. That would be nice, although I imagine it would be difficult to determine those variables I have about 1K unopened nests; I will try to determine A(Maples) when I do open them. A(Flax)/24000 is quite insignificant, and so is unlikely to affect the calculated outcome (if it does there would be little difference anyway). Considering how expensive some seeds are I think it is quite plausible for the average one to be worth 5K+.
  7. Actually, some of the corrections have mistakes in them. If you compare with previous posts, the discrepancy lies in the 5th, 6th and 7th questions.
  8. The nest tip can't work for herb seeds, since you get the herb seeds automatically and they do not come in nests For tree seeds, I am quite sure the nests have a pre-assigned seed in them. So, no matter how many times you try, a nest that should have contained an acorn will never yield a magic seed.
  9. Manpower Allocation in Kingdom Management Updated 11/1/09 We first consider 3 'facts' which I think are trivially provable, if not already intuitable: 1. Kingdom Management is worth doing 2. Rare Logs are not worth allocating resources for 3. The most efficient method is to spend 10 on the best resource and 5 on the second Therefore the question is really asking which are the two best resources to allocate manpower to. Bonuses complicate the calculation, so I shall first show that bonuses aside, the best two resources are fishes and flax, respectively. Consider the ratio of GE Price : Cost to Obtain. We therefore obtain: Coal - 177/91.6 = 1.932314 Flax - 86/40 = 2.15 Maple - 38/56.1 = 0.677362 Raw Tuna - 108/56.3 = 1.918295 Raw Swordfish - 419/189.4 = 2.212249 Now, raw tunas and raw swordfishes are not separable, but rather a combination of both are obtained from spending on fishes. To take the minimum, lim R(p+s) = 1.918295 P(t)/P(s)->infinity where R and P denote the aforementioned ratio and percentage obtained, respectively. Now, empirically, 3 < P(t)/P(s)< 4. Therefore, the true base is lim R(p+s) = 2.052581 P(t)/P(s)->4 Which tops. So far we have 1. Fishes and 2. Flax. We can use these figures to simplify the remaining calculation. For herbs, GE Price must be at least 2.052581*826.4 = 1,696.252938. This is intuitively not the case. Q.E.D. Clearly, for any resource R to usurp flax and/or fishes , a certain condition must be met. If we let f(x) = R(x) + C(x)[Ra(x)]^-1[Co(x)]^-1, where C, Co and Ra denote the cost of the bonus, cost of the resource and prevalence rate of the bonus, respectively, then f(Resource) > f(Flax/Fish). We shall thus proceed to calculate f for each resource. f(Coal) = 1.932314+ 7080/4/150/91.6 = 2.061135(Max) f(Flax) = 2.15 + A(Flax)/600/40 f(Fish) = 2.052581 + 8380/6/50/56.3 = 2.548733 (Max for only counting caskets and gems) f(Maple) = 0.677362 + 1900/56.1/100 + A(Maple)/56.1/100 = 1.095187 + A(Maple)/56.1/100 where A(x) denotes the average price of the bonus item of resource X, i.e. A(flax) = average cost of herb seed obtained and A(Maple) = average cost of tree seed obtained from nest. Clearly, some manpower should be allocated to fishing We consider maples and flax. It takes about 2s to open and crush each nest So we factor in (2/3600)*900K = 500 gp. Changing the equation, f(Maples) = 0.677362 + 1400/56.1/100 + A(Maple)/56.1/100 = 0.926916 + A(Maple)/56.1/100 Now maples are better than flax iff f(Maple) > f(Flax) i.e. f(Maple) - f(Flax) > 0 f(Maple) - f(Flax) = 0.926916 + A(Maple)/56.1/100 - 2.15 - A(Flax)/600/40 = A(Maple)/56.1/100 - A(Flax)/600/40 - 1.223084 > 0 So A(Maple)/5610 - A(Flax)/24000 > 0.91894 Now since A(Flax)/24000 is negligible, we reduce the inequality to A(Maple)/5610 > 1.223084 or A(Maple) > 6861. So, unless the average tree seed you obtain is worth 6862 or above, do flax over maples. Conclusion Allocate 10 workers to fishing. If the average tree seed you get is worth 5156 or above, allocate the remainder to maples, otherwise, allocate it to flax. ---------- All calculations were made based on prices at time of writing. Significant price changes may affect the calculated outcome. Feel free to post any comments/questions/corrections.
  10. Was remarkably quite an interesting read. A few corrections: You mean attack If you have an trimmed skillcape you can't have an untrimmed one. What you mean is firecape From mith drags. You can't get 0.91% from 11 dragons, since that is a fraction of a charm From spiritual mages.They don't drop any. Typo. Also, the picture for the inventory for Dagannoth method 2 has a cannon in it, when you can't bring a cannon there. Finally, the correct spelling for the slayer monster is Suqah A few grammatical mistakes here and there also. I can post them if you want, but they aren't too much of a problem.
  11. I think it is the lack of finality that ultimately makes an addictive game, and it consequently is what successful MMORPGs aspire for. No doubt the intrinsic human desire for more plays an important part, but so does the purposeful and deliberate addition of schemes that are developed from gaming psychology by the creators, such as the hiscores for instance. I think it is precisely because of this that we must not be allured into a self-consuming and self-replicating vicious cycle of greed, but strive for a goal far enough without being out of reach, so that upon achievement and retirement we can look back in contentment without regrets. Because we will one day.
  12. Using a RoW I average around 1 every 500 kills Have had over 35 now
  13. Addy isn't even worth mining because it takes far too long to mine for what it's worth If you have to mine one of those two go for gold, the place in the quest Between a Rock is probably the best, if not the gold mine just outside the Brimhaven house portal isn't bad
  14. They are probably best spent on slow skills such as slayer instead of fast albeit expensive ones Seeing as the prices will be based on a lvl 99 skill conversion rate, and that the lamp is worth about 4 minutes of regular slaying time in xp, the price of the book should not go over (4/60)(1000000) = 67K, and lamp at most 2/3 that Factoring in the fact that lamps/books take time to be used, and that additional combat xp and financial rewards are obtained through slaying, the price will be accordingly less, at probably 35K for the book and 20K for the lamp
  15. Quite sure it does not affect the charm drop rate. Considering that its effect on rare item drops is inconspicuous at best, it is hard to conceive how charms will be more so affected. Hi there btw
  16. You can fail more than once per urn.
  17. I am quite sure that the probability of successfully searching an urn is not affected by anything, including thieving level, which is to say that it is equal to the preset constant as imputed by Jagex. The lack of conclusive findings (20% average difference in 10 tests) reinforced by the implausibility of the idea of such a correlation points to your findings being the result of luck (not coincidence; luck and coincidence are quite different).
  18. Principia Mathematica The mathematics of Runecrafting ----------- Introduction This guide is intended to help readers to calculate levels required to craft (multiple) runes mathematically, instead of checking guides as is usually the case. Through this, not only can the levels required be obtained more quickly, they can also be obtained when offline. It is the expressed goal of this guide to awaken Runecrafters to the fact that Runecrafting level requirements are not randomly chosen as is perhaps often thought to be the case, and in so doing discover the underlying mathematics behind it. Level to Craft 1 Rune Suppose all the runes are numbered starting from 1, in a lowest-to-highest order (do not count astrals). Thus, air runes will be 1, minds 2, waters 3, et cetera. Now, let this number be denoted by n. The level required to craft 1 rune n per essence is obtained by the following: Level to Craft Multiple Runes Follow the aforementioned n notation. The level to craft x of rune n per essence is given by C(x-1) where C is the rune coefficient of rune n. The coefficient C for rune n is calculated as follows: Thus, the level to craft x of rune n per essence is List of Levels Using the above formulae, we can compute the levels required. We obtain *Using the formula, L is undefined. As L is the lowest level rune, it requires the lowest Runecrafting level to craft, i.e. 1. **The formulae do not work for Astral runes as they were not part of the original runes. The levels for them thus cannot be mathematically derived. ***Theoretically, since levels obviously do not go beyond 99. Conclusion By assigning each rune a number n equal to the rank of its level from the bottom, we can calculate the level required to craft it and the level required to craft it a certain number of times per essence. The beauty and the importance of mathematics are thus clearly observed. Feel free to post any questions, corrections, or any other relevant comments.
  19. Hunt dragon imps of course
  20. The damage that your familiar deals does not count towards your slayer in the long run It's a bit hard to explain, but combat familiars provide no help to slayer whatsoever Suppose that your familiar deals 20 damage to each 100 hp red demon After 5 kills, your familiar will have dealt 5*20 or 100 hp, and so has killed the equivalent of 1 red demon Thus, every 6 kills that you and your familiar do, only 5 are counted for slayer Has always been like this for as far as I know
  21. The dags under the lighthouse would be difficult at best With regular chins, void and prayer, I did 150K/hr at the CT skeletons I imagine mummies would be better
  22. Always the mathematical approach I never do things unless I can't think of a more efficient way to do so
  23. Hegel replied to Sargas's topic in Help and Advice
    Since the whip has higher bonuses than the dscim, you will gain combat xp faster using it So, unless you want only strength xp, always use controlled on the whip

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