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primadog

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Everything posted by primadog

  1. Drain rate formula has changed in EoC, so it won't be accurate either. [qfc]299-300-830-65327407[/qfc]
  2. Reminder that you can trade-in excess beans for seeds and profit. Right now, Pineapple gives the best trade-in value at 28 beans per seed: http://runescape.wikia.com/wiki/Magic_beans_(Treasure_Hunter)
  3. The problem with end game bosses is their defence are just way to low with level 90 gear ingame: Defense Levels: 90 Vorago, ROTS85 KK, Legios80 QBD, Nex75 GWD NPC Armour Rating = 10/3 * ( DLevel^3/1250 + DLevel * 4 + 40) Thus, their armour ratings: 3277 Vorago, ROTS2904 KK, Legios2565 QBD, NEX2258 GWDYou're reading this right: players have better defence than most ingame bosses. In fact, even max level Dungeoneering mobs have better defense (4040 Armour Rating) than all the ingame bosses! Level 99 Attack/Ranged/Magic with level 90 gear gives 3670 accuracy (4211 with overload), this means even against Vorago players can hitting 69% (79% with overload) of the time! The situation is even worse when bosses have a weakness.
  4. NIB Ascension crossbow 180m Took about a hr last night.
  5. Does a formula exist for Monster XP per kill? It seem dependent on monster level, but I wasn't able to hunt down an exact formula on Wikia. Any help would be appreciated!
  6. Seasinger's robe top IS 2x 5,795,525 (GE med)
  7. Death lotus chaps NIS 3x 5,000,000 gp
  8. INS 2x 1.832m Cruelty
  9. Wear Berserker Ring (regular, not imbued) instead will increase your blockchance. If you're getting 2 kills per overload, then you're killing QBD at a rate of 2.5min each, or 24 kill/hr without counting banking.
  10. Wear power armor for a small damage boost: Spined: +45/+22 Armadyl: +64/+31 Pernix: +74/+35 Sirenic: +68/+33 (no boots or gloves) Wear Amulet of Zealot to get +16% ranged damage with Overpowering Force prayer.Drink ranged/super ranged/extreme ranged/overload, each level increases damage by ~10.
  11. Same, 15 cats here.
  12. 2x Cruelty INS 1.7m 1x Cruelty INS 1.6m yesterday
  13. There's also an NPC that does 1-dose decants in Nardah. If memory serves, she works free as long as you bring extra vials.
  14. Don't knock it before you try it. 5 presets are a lot! The presets are not either/or - you can have both inventory and equipment under a single preset: 5 slots are 5 full suit-ups, which is plenty for myself. On the issue of "renting" slots. If you can ignore the pay-to-win aspect, they're only 10 runecoins/week, and slots are permanetly purchasable for 3 bonds each. That's really not that expensive. If it make you feel any better, just pretend the buying-bond-from-ge step didn't exist and you're buying permanent slots at ~20m/slot at current bond price. I'd buy ten if JaGeX ever offered that for GE slots.
  15. Where does he say that? EDIT: oh, you mean: Looking at this graph... if I was a business, I would call that "seeing growth", even if it tails off at the end. Misleading, yes. But they did see growth in that quarter. Graph from: http://www.reddit.com/user/Azu99 Was it actually growth though, concidering the emails were to old players rather than new ones. They like to use sly wording to manipulate data in their favour. No need to lie when you have statistics - membership fell to about ~460k in 2013, so this current level is a climb from that low: https://docs.google.com/spreadsheet/ccc?key=0Ak5Dxra-B_usdE5NLXlGWU9SWkNsOUJoa2hKXy03T0E&usp=sharing#gid=0 Actual players (instead of bots) data is probably even healthier, but only JaGeX will have a good idea what that amounts to.
  16. Could be potentially useful as an historical studies.
  17. https://twitter.com/JagexBalance/status/449152994261880832
  18. >Dark magic is a tier-3 aura released on 6 December 2011 with the third batch of Members Loyalty Programme rewards that can be bought from the Loyalty Programme Shop for 42,500 Membership Loyalty Points. When activated, any damaging magic will have a small chance of dealing a corrupting effect. The base damage of this effect is the lesser of (magic level + 1) * 15, and 5% of the monster's life points. Every 30 seconds or so, you will do 100% of that damage, then 80% of it, then 64% of it, then 51.2% of it. This happens over the course of about 10 seconds, and the damage is counted as auto-attack damage. It does not carry over from one monster to another if the first one dies while under the effect. >As an example, Glacors have 30,000 life points. If you had 95 Magic, your dark magic damage would be the minimum of (95 + 1) * 15 and 30,000 * 0.05, or 1440. So your first hit would be 1440, then 1152, then 921, then 737. Using dark magic can increase damage output by about 5-15% in the long term, although this is highly dependent on the monster's lifepoints. http://runescape.wikia.com/wiki/Dark_magic Might be useful for extra dps for PvM that you won't splash against.
  19. I thought Magic Weapon damage was tied to the spell and the tier. Ie: Seismics with ice burst: t90 accuracy, t70 damage Seismics with ice blitz: t90 accuracy, t82 damage Seismics with any spell 90+ magic: t90 accuracy, t90 damage Virt wand/book with fire surge: t80 accuracy, t80 damage If that makes sense. If i'm completely wrong then someone pick me apart, since i'd like to know as well =] Magic damage is capped by spell level and weapon level, whichever is lower, so you're correct. Damage is: Main hand = 9.6 * Level Off hand = 4.8 * Level Ability damage is a multiple of main+off. Again, "Level" is the lower of spell level or weapon level. Assuming you're not capped by spell level, then you get 96 more damage from using Seismic Wand vs using Virtus (since Seismic is 10 Weapon Levels above Virtus). Similarly, Seismic Orb adds 48 damage above Virtus book, which adds 24 damage above Abyssal Orb.
  20. According to the wiki calculator, you make ~100k/day from Kingdom management, so you can count on about 3m gp/month. http://runescape.wikia.com/wiki/Calculator:Other/Miscellania
  21. Over 800 years of membership has been redeemed via Bonds.800 Years x 52 (week/year) / 2 (week/bond) = 20800 bonds redeemed for membership. Over 3,000,000 RuneCoins have been redeemed via Bonds.3,000,000 / 160 (runecoins/bond) = 18750 bonds redeemed for runecoins. So we know at least 40k bonds have been redeemed on the first week. The number of bonds bought is definitely higher, once you account for bonds (1) redeemed for runefest tickets, (2) spins, (3) unredeemed bonds in circulation. JaGeX probably sold about 60~80k bonds in the first week, that's £180k~250k in additional revenue. For comparison, JaGeX generated £53m in revenue for 2012. More important than the straight number of bonds sold, though, is what the bonds are redeemed for. After all, bonds redeemed for membership for existing members simply changed whose paying for membership, that's not a new income for JaGeX at all. It might mean JaGeX gets paid earlier, but their overall income stays the same. Only the portion of membership bonds that converts free players to members actually translates to actual new revenue. On the other hand, most bonds redeemed for runecoins/spins are effectively free money for JaGeX. Or rather, those are money that the players won't have otherwise spent without bonds. Having so much bonds traded for runecoins is probably a huge sigh of relief for JaGeX.
  22. chew2's overview is correct, so I'll just supply the math to back it up: Magic damage - Auto-attacks MH = 9.6 * Spell level + Magic level OH = 0.5 * MH 2H = MH + OH + 7.8 * Weapon Level The numbers are round down at each step, which is why for precise calculation the above steps are necessary. If you ignore rounding, the formulas simplify to: MH = 9.6 * Spell level + Magic level OH = 4.8 * Spell level + 0.5 * Magic level 2H = 14.4 * Spell level + 1.5 * Magic level + 7.8 * Weapon level Magic damage - Abilities For abilities, the base damage (100%) is: Dmg = 9.6 * Spell level + 5.2 * Weapon level + 1.5 Magic level Weapon level is that of your staff OR off-hand (but crucially not main hand). For wand only, the formula is same as auto-attack. Setup: Ahrim Wand + Orb (tier 70) vs Chaotic Staff (tier 80) 99 Magic, Fire Blast (capped at 90), no boosts/eq bonus, Auto-attacks: MH = 9.6 * 90 + 99 = 963 OH = 481 2H = 963 + 481 + 7.8 * 80 = 2068 Ahrim Wand has a max damage of 963 with Fastest speed (4 ticks, 2.4 sec); Ahrim Orb has a max damage of 481 with Fastest speed (4 ticks, 2.4 sec); Chaotic Staff has a max damage of 2068 with Average speed (6 ticks, 3.6 sec); (Average damage is 50% of max damage) DPS: Ahrim Wand + Orb = 50% * ( 963 + 481 ) / 2.4 = 300.8 Chaotic Staff = 50% * 2068 / 3.6 = 287.2 Effectively for auto-attacks, you're doing tier 90 damage with Ahrim Orb+Wand while only tier 86 damage with Chaotic Staff. Abilities: Ahrim Wand + Orb: Dmg = 9.6 * 90 + 5.2 * 70 + 1.5 * 90 = 1376 * Note that this is true for any dual wield setup with Ahrim Orb. Chaotic Staff: Dmg = 9.6 * 90 + 5.2 * 80 + 1.5 * 99 = 1428 I'm less sure about the average damage for abilities, but assuming average is also 50% of max for both Concentrated Blast and Sonic Wave: Concentrated Blast = 1376 * 200% * 50% = 1376 Sonic Wave = 1428 * 120% * 50% = 856 Overall, Ahrim Wand+Orb deals about ~5% more damage than Chaotic Staff when auto-attacking; and Concentrated Blast deals 60% more damage than Sonic Wave.
  23. I see what you mean now. Looks like Tokkul-Ko is bugged. I tested a few other All class items (Legends Cape, Barrows Gloves, achievement capes), Hybrid class (warpriest), they do not exhibit this behavior.
  24. It's behaving more like All class instead of Hybrid. For all we know, maybe it's just the Tokkul-Zo that isn't working properly :P EDIT: I see what you mean now. Looks like Tokkul-Ko is bugged. I tested a few other All class items (Legends Cape, Barrows Gloves), Hybrid class (warpriest), they do not exhibit this behavior. The math: http://services.rune...647,1,326608051 BASE = Level ^ 3 / 1250 + 4 * Level + 40 NPC Accuracy = 2.7 * BASE hitchance = ( accuracy * Penalty ) / ( Armor * Multiplier) Multiplier = (Strongarmor * 2.25 + neutralarmor * 1.65 + weakarmor * 1.2 ) / ( strongarmor + neutralarmor + weakarmor) Monster accuracy: 100 Combat = 50 Attack 2.7 * BASE(50) = 918 Monster Accuracy Tokkul is being classed as strongarmor against all classes: 1214 Armour Rating Multiplier = ( 1 * 2.25 + 0 * 1.65 + 0 * 1.2 ) / (1+0+0) = 2.25 hitchance = 918 * 100% / ( 1214 * 2.25) = 33.6% blockchance = 1 - 33.6% = 66.4% For Warpriest legs: 1461 Armour Rating Multiplier = (1 * 2.25 + 1 * 1.65 + 0 * 1.2) / (0+1+0) = 1.65 hitchance = 918 * 100% / (1461 * 1.65) = 38.1% blockchance = 61.9% For Dragon Legs: 1461 Armour Rating Multiplier: 2.25 / 1.65 / 1.2 hitchance = 918 * 100% / (1461 * 1.65) = 38.1% hitchance = 918 * 100% / (1461 * 2.25) = 27.9% hitchance = 918 * 100% / (1461 * 1.2) = 52.4% Block chance vs melee: 61.9% Block chance vs ranged: 72.1% Block chance vs magic: 47.6%

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