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Goobore

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Everything posted by Goobore

  1. That kinda depends upon your desired goals and your other stats. Nevertheless... If you want good loot then do lesser demons. If you want free arrows then do minotaurs If you want to raise Prayer then do Moss giants I presume that you: -- know how to use a safe spot -- are picking up your arrows (4x as many shots that way) -- are pulling the monster with a Curse first Hope this helps
  2. Free players can use the "P2P" Shantay bank.
  3. Well, I got level 85 mining in F2P using the 3 iron rocks along the north-west side of the Al-Kharid scorp mine. My technique was whack the south rock, whack the west rock, then whack the north rock (no moving required), and then drop, drop, drop. Spin south, and by that time, the first (south) rock has usually respawned. It's very boring but probably the fastest that F2P can do. It will take you, at most, 46554 rocks to reach your goal. Use a busy world to lower the respawn times. Since you can probably 1 hit the iron and are dropping it, other players may be happy to get all of that free ore quickly. Set yourself a goal of a few hours every day and stick to it. Also, get yourself some headphones and a good CD. Hope this helps
  4. Well, there are 23 Yew trees in the F2P world. Do you know how to make the official world map flash their locations? Anyway, you could simply try each Yew spot until you found one that you liked. Keep in mind that if you like it, then the macroers probably will too. Not much that you can do other than to report them. Hope this helps
  5. About 116,000
  6. In case anyone cares, you can find graphs here and here. Other threads on this topic are here and here.
  7. IIRC, from Wally's post, he derived the above formula (without the Rounddowns) and then fixed it to be 100% accurate. To fix it he increased the quadratic polynomial x*(x+1) to be a 5th degree poly and then did a Least Squares curve fit to get perfect 100% accuracy.
  8. Well, overall combat level is determined by your individual combat level stats, and not by your exp in those stats. So, all Jagex needed to do was come up with a weighted average formula that generated 126+ if all of the inputs were 99
  9. The reason for this is because the formula contains both a polynomial and an exponent. Because of the nature of exponents, at lower levels the polynomial will take precedence over the exponent yet at later levels the reverse will happen. Also, if you look at Wally's formula he uses 2^(Level/7) So, the ratio between to adjacent levels would be dominated by 2^(1/7) That's 1.104089 and you "see" it in the table.
  10. The brief analysis that I did earlier shows that the data shows some very predictable and "smooth" properties. I would not expect that data taken from a graph would be accurate to 7 decimal places (for levels 74+) I'm not sure what you're trying to say here. An exponential plus polynomial function was presented earlier that fits the data perfectly.
  11. Kinda depends on if you are willing to craft your own P2P runes... Well, if you want to buy all of the runes and you want to be $ efficient, then try doing failed Curses. Failed Curses gives more exp (29) than the average Fire Strike (18) It will take no more than 2346 Curses to reach your goal. That would cost around, maybe, 70000 gp Less if you crafted some of them. I suggest any multi-combat area so you will (almost) always have a target available. The key room in the Varrock sewers is a popular place to cast from. It's completely safe, multi-combat, and normally has 4 zombie targets available. Remember to wear any full metal armor to get your magic attack stat to -65 or worse. That normally includes full helm, chest plate, legs, kite shield, d-hide vambraces, elemental staff, and stronghold boots. Hope this helps
  12. But the 2 formulas presented compute all exp in levels 1-99 with perfect accuracy...
  13. Well, the Exp numbers do have some curious properties. Things like: the Exp at a level divided by the Exp 7 levels lower gets very close to 2 as the level increases. (Example: the exp needed to go from 90 to 91 is 556499 the exp needed to go from 97 to 98 is 1112977 That ratio is 1.99996 If you used 89 and 96 instead, that ratio is 1.99995) or the Exp needed for the next level gets close to 1.104089 times the present level exp as the level increases. (Example: the exp from 97 to 98 is 1112977 the exp from 98 to 99 is 1228825 That ratio is 1.104088 If you used 96 to 97 and 97 to 98 then that ratio is 1.104086) So, the Exp vs Level numbers do show some very predictable properties. Finally, one "simple" function (an exponential plus a polynomial) computes the numbers exactly. So, it appears to me that Jagex gave a fair amount of "non-random" thought as to how they wanted the Exp curve to increase.
  14. But doesn't the slope of the Natural log function go the wrong way as the level increases? Namely, the Exp curve looks exponential not logarithmic. Yeah, that's why I'm curious as to where Phil's formula came from. It's such a strange looking thing.
  15. What do you think of the 2 Level-to-Exp functions presented earlier?
  16. Well, sooner or later the Exp value is gonna run into the max value for the type of number Runescape uses. IIRC, Runescape uses a signed 32 bit number so the max integer would be 2^31-1 That's 2,147,483,647 or about level 150 Some speculations on my part... If Runescape actually keeps 1 decimal digit to the right of the number (It does for magic and melee combat. Probably others as well) Then the max number would be 214,748,364.7 That's about level 127 Jagex has placed a displayed exp cap of 200 million. (Players can earn some exp past 200 million but it's not displayed) Notice that that is a "nice" number slightly less than the 214 "max" Now, if Jagex decided to take that 200 million cap and "apply" it towards the combat level formula then you end up with level 126.58 That would be displayed as 126, the known max level. Only Jagex knows the max values for certain but the above speculations are kinda interesting.
  17. If you don't pick up your arrows, then you could reach level 92 If you do pick up your arrows, then you only need about 134,000 arrows to reach level 99 So, you could sell 166,000 of those arrows and keep the rest to reach 99 I'm F2P so I don't know anything about P2P places, but I always liked ranging the Lessers on the top of Crandor Island. If you cast a Curse on the monster first, then you can "pull" it over to your safe spot, that way, when it dies, all of your recoverable arrows are in the monster loot pile. Hope this helps
  18. To all those that wonder how the Level-to-Exp formulas came about... For Phil's formula I suspect that Jagex leaked it long ago. AFAIK, Phil never said were he got it. For Wally's formula, you can do a search to find some posts that he made a long time ago explaining the process. IIRC, it's basically -- convert Phil's formula to a "smooth" function. This tells you the functional form to use for the formula. -- use "Least squares" curve fitting (200 year old math, lol) to find the A, B, etc values that are used in the formula. (The least squares problem is to find x in the equation A*x=B) For my inverse formula for Exp-to-Level I played around with various functional forms before I settled on the Log() and ratio of polynomials thing that gave me good results. I also used the Least Squares technique to generate my numbers. For this kind of problem it helps to know the right Math tool to use... Hope this helps
  19. No If there is an object to the immediate west, you will light the fire and then move in another direction. If there is no obstruction, then, yes, you would move to the west. Also, Free players can -- use the Shantay P2P bank -- make a P2P member object (use Karamja rum with a piece of silk)
  20. What is this "Health" that you refer to? When you cast a normal spell you earn Exp according to CastingExp = BaseExp + 2*HitDone and HitPointExp = HitDone*4/3 If you are casting with a staff set on Defense style then the CastingExp is split between Magic and Defense. Otherwise, it all goes into Magic Hope this helps
  21. There are 2 100% accurate formulas that convert Level into Exp. First, there is Phil's discrete formula and then there is Wally's continuous version Now that we know a continuous form of the function that suggests that the inverse of the function would be logarithmic. So, here's function that converts your Exp into a Level For example, here is an inverse Experience function. Let E be your experience Then compute x = naturallog(E+1) The your level is approximately Level = (A*x^5 + B*x^4 + C*x^3 + D*x^2 + E*x + 1)/(F*x^4 + G*x^3 + H*x^2 + J*x + 1) where A, B, C, D, and E are 0.00565991302624555 -0.0980045250107375 0.683889491465737 -2.15204562908116 2.48782566542775 and F, G, H, and J are 0.000567384324887069 -0.00650538625289637 0.0415346760409815 -0.201061667538983 The inverse Experience function is nice because it tells you how far you are through a level. Hope this helps
  22. It mainly depends on how much money you are willing to spend. If you have a lot of valuable things (bows) then you could Hi-alch. If you have a lot of Law runes then you could do Came teleport. You could nuke monsters with Death, Chaos, and Mind runes. Many posters suggest Crumble Undead if you are willing to spend "some" money and want some speed when leveling. The most cost effective approach is probably to cast failed Curses (about 7100 will do it) Hope this helps
  23. Exactly. High alchemy turns the item; noted or not; into whatever the price of that item would be. Superheat item uses high temperatures to melt ore - and burn paper :P 'Course, you could ask "How does Hi-alch magically take words and numbers on a piece of paper and turn it into gold anyway"... and then decrease the number on the paper as well. Bottom line is that Jagex broke the mimesis of the game with Hi-alching in note form...
  24. If you don't pick up your arrows then you could reach level 62 As far as the best place to F2P train, I suggest a multicombat area so you will always have a monster available for non-stop shooting. I suggest that you shoot from the key room in the Varrock sewers across the water at the 4 zombies in the ladder room. It's multi-combat with 4 targets. No monsters can reach you there. Shoot on rapid style. Hope this helps
  25. That's basically how I keep my stats. My Attack, Strength, and Defense all have the exact same exp value. (Btw, that's kinda tricky to do...) The main reason to raise attack first to 40 is so you can use a better weapon and hit harder. You kills will come faster. Then you could try raising Defense so you can wear better armor. Finally, raise Strength. The only reason that I suggest Strength last is that since you are under level 40 in those 3 stats, gear upgrades make a big difference now. You can easily boost strength with a Strength ammy and Strength potions. If you are F2P then you don't have a Defense or Attack potion that you can use. For those stats, you can use Defense or Power amulets. After level 40, when you can wear and wield full rune, then you can train as you please. But, right now you should be thinking about the effectiveness of gear upgrades. Hope this helps

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