Everything posted by NukeMarine
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Thieving - Peak Experience Per Hour Chart
The point of the post was not about Gloves of Silence. That was the initiating factor for me to recalculate this chart as the one I submitted to RuneHQ way back when was wrong. For thieving, I trap them into one spot and QUICKLY thieve them even when I'm stunned. It's hell on your mouse, so best to set up your keyboard "5" key to act as your mouse button. As for Paladins, I only did it for 5 minutes, so my percentage is probably more than a tad off.
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Thieving - Peak Experience Per Hour Chart
The release of the Gloves of Silence got me interested in thieving a bit. Based on timing (and messages from others), if you constantly thieve an NPC you'll discover you steal every 1.5 seconds and are stunned for 5.5 seconds when caught. With that, I made a chart that'll tell you your PEAK experience per hour so long as you know your success rate of the NPC you're thieving. How to Use the Chart: Multiply the NPC's experience by the Multiple of your success rate. Does not take into account random events, chasing the NPC, or other minutia. Scs% - Multiple 00% - 0 05% - 34 10% - 71 15% - 110 20% - 153 25% - 200 30% - 251 35% - 307 40% - 369 45% - 438 50% - 514 55% - 600 60% - 697 65% - 807 70% - 933 75% - 1080 80% - 1252 85% - 1457 90% - 1705 95% - 2012 100% - 2400 Ex: I'm 77 Thieving, I tested out 5 minutes at the following Man (90%) - 8xp * 1705 = 13,640xp per hour Farmer (85%) - 14.5xp * 1457 = 21,126xp per hour Knights (75%) - 84.3xp * 1080 = 91,044xp per hour Paladins (50%) - 151.8xp * 514 = 78025xp per hour None were done using Gloves of Silence or bandits brew If you'd like, players can submit their success rates. To submit, thieve successfully 1000 times and keep track how many times you failed. Submit as Thieving Level, Glove Used, NPC, 1000 success, xxx failures With 1000 successes, it takes away more of the randomness. Easiest to use on NPC's that give cash reward as you just wait till you have 1k times his reward or 2k chaos runes in case of Paladins. ~~Knights~~ Lvl 77 (w/ gloves) - 500 success, 120 fails : 81% ~~Paladins~~ Lvl 77 (w/ gloves) - 100 success, 105 fails : 49%
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Jagex Mod Madness in Future Update forums on Official Site
Quick Find Code: 16-17-201-35319592 **Edit - Got moved to General forums 14-15-917-35319592** It's about which Jagex mods will destroy Runescape. Put it this way, LOTS of yellow posts.
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// NPC Runecrafting Runners and Trace Metals //
**From my posting in the High Level Content Sticky on Official forums** ~~NPC Runecrafting Runners~~ At 75+ runecrafting, the cosmic, nature and law altars have an NPC standing outside that you're then able to see. This NPC will unnote your pure essence for a price. Cosmic - 114 gp per noted pure essence Nature - 450 gp per noted pure essence Laws - 300 gp per noted pure essence Sorry, had to increase price on cosmics and nats due to fact players can make doubles plus it recreates player prices. The prices the runner charges are based off the Rune price at Ali Morrisane. Benefits - Duplicates the role that low level players fill, however this creates a moneysink that's desperately needed to counteract all those natures coming into the game. Let's face it, runners and the law world were not considered when runecrafting was developed. This just is a reaction to a player created phenomenom Due to the uselessness of Death and Chaos Runners I didn't list those. However, nothing wrong including NPC runners at those altars. Chaos - 225 per Death - 225 per (perhaps the dwarf is the NPC?) NPC Runners could be activated via a quest. Could be a slayer type set-up where NPC runner only at specific altar random times of the day. I think it's in Jagex's interest to seriously consider this idea. The Butler in the POH is already a version of this. Even with these, players will not expect faster than 45k experience per hour. Possible level activation: Cosmic - 75 rc Chaos - 80 rc Nats - 84 rc Law - 87 rc Death - 89 rc Bloods - 91 rc (when released) Souls - 93 rc (when released) ~~~Trace Metals~~~ Theory: Rocks can randomly have trace metals of higher type ore. Players have a small chance of retrieving that trace metal while mining. Prospect a Rock, it gives the conditions of the Rock such as: "This rock contains IRON" - only iron "This rock contains IRON with traces of MITHRIL" - Iron with chance of getting mithril "This rock contains ADAMANT with traces of RUNITE" - Adamant with chance of getting runite "This rock contains traces of RUNITE but inaccesible at this time" - This rock had recently been mined of its main metal ore, the trace ore remains but cannot be mined until the main ore respawns. The chance is determined by Jagex of getting the purer metal ore. Still, I think it's based on the main type of rock. Say getting runite is 1 in 10 from an Adamant rock, 1 in 20 from mithril and 1 in 300 from iron. To even be able to get the purer metal, you must have the mining level. The idea is the time it takes to get the trace metal replicates the difficulty of getting the metal. NOW THE COOL PARTS 1. You don't know if the rock has traces of a purer metal UNLESS you prospect it (you can still accidently mine it so long as you have the mining level though). 2. You won't know the rock has traces of metal UNLESS you have the mining level for that trace. Here's a discussion part: should the trace metal goto another random rock once it's mined? Should trace metal be assigned to predetermined rocks. I like the former better so 3. Once you get the trace metal, it randomly goes to another rock (preferably in the same area). This forces use of prospecting to ensure you're always going after the best rock. With this in play, Jagex can introduce higher level ores to be used in making higher level armor (via that nifty combo-skill idea). For that, the ability to retrieve trace metals can require other skills to be a certain level. In addition, it spreads out mining. It gives runite miners something others than 5 rocks to depend on. Heck, Jagex may need to get rid of the runite rocks altogether. Plus, this incorporates the prospecting portion of mining that NO ONE uses outside of first playing. I like this as the only ones that'll know a GOOD trace metal is in that rock is the player that's capable of mining it. How neat is that? Anyone care to expand on this? This sounds like a winning idea. For example: Trace metal such as runite can be placed in big mining areas. The hobgoblin mine has 3 trace respawns for runite. The dwarven mine may have 1 trace respawn. The haunted mine has 2 in the bottom cave. In addition, it has adament trace amounts in the various mithril and iron deposits.
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~is it fair...for pkers to get flamed to pk rcers in abyss?~
I agree with the above. Jagex wants the abyss users to get pk'd. No, you're not a sitting duck, but you're gonna get shot at once in awhile. If Jagex were truly evil, it'd make that area multi-combat. Then NO ONE would survive the onslaught. It's single combat, level 5 wilderness. Not completely safe, but reasonably so if you just bothered to recharge your prayer between runs.
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99 Hunter reached
Let's put it this way: 50k xp per hour is level 99 in 260 hours (mining, agility) 100k xp per hour is level 99 in 130 hours (combat, thieving) 200k xp per hour is level 99 in 65 hours (prayer, cooking, fletching) I thought hunting limited you to about the 60k xp per hour (red chinchompas or salamanders), yet somehow these guys are getting levels VERY fast. Either that means they're playing 24/7 (highly suggesting account sharing) or they can get better xp. Someone posted an xp per hour thread on hunting. So I think we may have circumstantial evidence of playing more than 20 hours per day.
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Little hunter research (lvl 60+)
Hunting Level (50-52) Orange salamanders, 3 traps, using smoking and bait. (wearing Ghorak cammies) Laid 150 traps, caught 90 (60% catch rate) in 30 minutes Xp per hour - ~40k I'll do this once more then head back to green lizards. I was failing often on orange salamanders without the bait but I did not track the rate though. Could make for a nice chart of failure w/ and w/out smoking and or bait. Baiting salamanders is ok as it's stackable. As for time, I look at it like this: If it's failing too much, I'm not getting xp. Better I take extra time setting up a trap to increase xp than to quickly go through traps and not catch anything. On the other hand, if the gain is not high enough, I'm better off saving time not setting up the trap with smoke or bait.
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Little hunter research (lvl 60+)
With Salamanders and Chinchompas, you may want to try: 1. With smoking - most will smoke their traps anyway though. I assume you were smoking your traps for this? 2. With bait and smoking - Getting 1k tar takes about an hour which will last you A LONG TIME and is stackable. Chinchompa's bait is not stackable. Anyway, I think it'd be worthwhile to see how much experience you get with bait
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Thrilled about hunter rewards - Are you? - My thoughts.
Here's some tactics I gathered: 1. STAY AWAY FROM YOUR TRAP - The hunter NPC tells you this, and it's true. The prey goes to your trap more often if you're about 5 steps away. When I'm setting up multiple traps, I create a star pattern with myself in the middle. I reset traps and then head to middle again to eyeball all traps. 2. SMOKE YOUR TRAP - Once I got 39, I noticed a MUCH better increase in speed at the green lizards. With only two traps, I seemed to have at least one going off. That said, as it's easy to extinguish your torch, take a tinderbox with you. Besides, it's fast and cheap. 3. HAVE ADDITIONAL TRAPS - At the nets, this helps you quickly reset the trap without having to first pick up your items. In addition, random events can take you away long enough for you to lose your traps. 4. DON'T WORRY ABOUT BAIT - Unless you have stackable (herb tar) or replenishable bait, don't sweat it too much. It does speed up catching though. 5. CAMOFLAGE - Not a big issue as most players will be wearing the appropriate camoflage. 6. BE CONSIDERATE, BUT NOT A PUSH-OVER - Going to lots of competition, so be considerate. If a jerk desides he wants all the trap spots, you have to stand your ground be make it annoying for him. That means if you have two traps, don't get the reward if the annoyer is near that trap too. When you catch a creature, it will stay there for upwards of a minute.
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Skills< Easy = Hard> ??
I personally think a skill should be rated 1 (worst) to 10 (best) in four areas. "Time to Train" - (1 = 10k xp per hour, 10 = 100k+ xp per hour) "Cost to Train" - (1 = pay 10+ gp per per xp, 5 = break even training, 10 = profit 10+ gp per xp) "Ease to Train" (1 = click every 3 seconds or less, 5 = click every 30 seconds, 10 = click every 60+ seconds) "Fun to Train" - (That's your opinion) Look at Runecrafting. If you consider pure essence as 100 gp each and you're using the abyss to make laws you make 40 trips an hour, make 2k laws (cost 200k, sell for 600k), getting 20k xp. That a profit of 20 gp per xp. You're constantly clicking. Cost 10, Speed 2, Ease 1, Fun ?? if you run your own laws using pouches at 75+ runecrafting. Use this logic to rate the skill based on the training method.
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People with high total levels compared to combat
I think Jagex is seriously considering altering how you see the level of a player. Imagine if instead of a combat level, you saw number that's 1/10th his skill total. Seeing a combat level 126 is common place, but how many skill level 200+ would you see walking around? I place more interest in a player that advances all skills. In addition, Jagex offers quests and items that denote accomplishments in other areas of the game.
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Skill Guide: Hunter
Chinchompas look to be good for training range. Obviously, that's meant for range guide. When trapping the kebbits that drop long darts, you can craft them with chisel on site making a stackable item. The Green Lizard apparently can poisen your opponent on certain combat stances. This suggests other salamanders may have hidden bonuses. It's impossible to control nets unless you stand right by it (limiting yourself to one). Make a note that instanced random events that take too long can make you lose your traps, so take more than you use. Smoking and baiting traps appear to speed up your catching time. Standing away from the trap (outside of audio range) seems to increase catch rate, not confirmed (may be all you need is camoflage). Butterflies can now be used in Castlewars.
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Does smoking 3 bird snares really help?
Smoking does not speed up the rate of animals setting on the trap. It reduces the failure times. Birds don't fail much, so smoking will not be as noticeable. However!!!!! I did green lizards. Once I hit 39, I failed noticeably less using the smoke. So, smoke traps that have higher hunting requirements. I think the results will be more noticeable. When tracking results, compare fail to no fail. Removes oddities such as player crowds.
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Skill Guide: Hunter
Catching salamanders - bait is not mandatory to catch salamanders. Just set net, smoke it and stand away from it. Making the tar: You get herblore experience making the tar ammo. It's also "Make X" so that's cool. Getting Swamp Tar: Tar is available as monster drop (anybody know any) or from Lumbridge swamp. Though stackable, Guam Tar: 30 xp Harralander Tar: 72.5 xp Herb Tar has to be wielded in ammo slot. Right Click to get that option. Each color salamander can ONLY use the tar type assigned to it. Experience using Salamander Range - 4 times damage Melee - 4 times damage Mage - 2 times damage, NO SPLASH EXPERIENCE (it says defensive stance, but only mage gets xp). All combat types are close combat. Max Damage (using Black Salamander) - appears to based off Range skill for range (20% your skill level), Mage skill for mage (25% your skill level) and Str Bonus (standard formula). Speed is 20 shots per minute Although it's flame damage, fire breath shield and anti-fire potions do not hinder damage. abomb67 edit: Very useful for the ranged guide, will forward that along.
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Farming after My Arm's Big Adventure
I've not done My Arm yet, however the last cycle of herbs I got 40 snapdragons. Very unusual, so I'll track the results over a few more cycles.
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Ballooning.... all uses (Please add any I've Missed)
Quicker Spirit Tree access - Duel to CW, Gnome Stronghold. Faster Fruit tree access - Gnome stronghold (one there), if 81 farming and planted spirit seed at Brimhaven, spirit to Brim for fruit tree there. Tree (farming) access - Duel to CW, Taverly, then Gnome Stronghold. It would be nice if Jagex moved Fally, Varrock and Lumby tree spots closer to the teleport locations. I figure if you plant trees, what's wrong in having a teleport circuit you can run?
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Combo Skill Items (Armor Subsection)
**OFFER YOUR OWN SUGGESTIONS TO ADD TO THIS** From the official forums, in the stickied thread "High Lvl Ideas-No weapons/armo" in suggestions On this theory, I'm posting this and will copy it over to the official thread once it's unlocked (it gets locked when Mod Craddock takes his 2 days off). ~~Combo Skill~~ This theory is that to fully create an item, you'll need 2 or more skills at appropriate level to make the completed item via intermediate steps or using items that require the multiple skills to use. Theory: A skill requires ~double the experience to reach 7 skill levels above your current level. Two skills at the same level you could say has same experience as 1 skill seven levels higher. Using this theory, a combo skilled item can lower the number of player capable of producing an item. Plus, as most items will be multi-step, that creates a tedium that adds to reducing amounts of items made in bulk. ~~High Level Armor Creation~~ Rune Weaponry, though a low level 40 item (need level 40 defense or attack to use), requires a high level smithing (85-99) to create. Seeing that creating higher level armor at the same skill level is unfair, let's use the combo skill idea in this area to bring about higher level armor and weaponry. All these armors/weapons will at least require 85+ in smithing. In addition it requires the equivalent smithing level in the other skills listed. Example: a Granite Full Helm will take crafting and smithing of 92 to fully create. ~Granite Armor/Weapons~ Level 50 item. Skills required - smithing and crafting. Items to make - giant granite, runite bar, hammer, chisel, blue tanned hide (for armor only) At the granite mines (Enakhra's Lament), there's a 1/300 chance of mining a Giant Granite piece (approximately 4 every hour of digging) which is tradable. Using this granite piece on an anvil with a chisel and hammer in your inventory brings up the armor menu. To make the item you'll need the same number of granite, blue dragon tanned hides (armor only) and runite bars in addition to the skill level to make the item. Example: Granite Full helm will need 3 giant granite and 3 runite bars. Animation involves chiseling of granite, stretching of hides, hammering of bars, combining into one item. The stats of Granite Items are not within the scope of this thread, discuss in another. ~Obsidian Armor/Weapons~ Level 60 item. Skills required - smithing, mining, firemaking and crafting. Items required - obsidian ore, magic logs, hammer, tenderbox, pick-axe, red tanned d'hide (armor only) Inside Tzaar cave are obsidian rocks that require level 85 mining to mine. It gets an UNTRADABLE ore called obsidian ore. Within Tzaar is a special smithing area. Player must have magic logs, runite bars, obsidian ore, chisel, pick-axe and tenderbox in inventory. Use magic logs (upto 5) underneath the anvil, light the logs, use obsidian ore on anvil bringing up armor screen. You must have the same amount of logs, obsidian ore, runite bars and red d'hide (armors only) to make the items in addition to the same skill level requirement in ALL four skills. Animation can be blowing on the fire, picking at the ore, hammering the ore and making the item. Again, stats of the items not the purpose of this suggestion. ~~Draven Armor/Weapons~~ Level 70 items Skills - Smithing, Woodcutting, Slayer, Firemaking, Crafting, Magic Items - Dark Wood (from the Dark Tree), Black D'Hide (armor only), Runite, Blood runes, Cosmic Runes, Soul Runes, Death Runes. At this point, it needs to have multiple steps with trips to different areas of Mort'on to complete. Use dark wood to create an untradable one-use mold using the dark axe and chisel at the Draven Tomb which holds all variant's of Draven's ancient armor and weaponry (same logs as bars needed per mold). This is the Crafting and Woodcutting check. Use magic pyre logs on shade crematory, use mold and rune bars on top. Once you light the pyre, you get a dark armor or weapon but unusable and untradable for now.. If you're making armor, use d'hide on the armor. Finally, take this item to Canafis slayer. He'll give you the one use spell sheet for that armor so long as you have the magic and slayer level. Take the spell sheet, armor and runes (10x number of bars needed) to the Vampire fortress, where inside you can cast the spell to create the tradable Draven item. ~~Elven Armor~~ Level 70 items Skills - Smithing, Woodcutting, Agility, Firemaking, Crafting, Fletching Items - Pure Crystal (bought from Elf), Black D'Hide (Armor only), Magic logs. Not sure if needed. ~~Level 80 Armor/Weapons~~ 8 skills required ~~Level 90 Armor/Weapons~~ 10 skills required
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Planking made easy (using balloon transport)
Codguy, it's 8 trips not 10. Using the Demon Butler unnote and plank your logs adds ~105 gp to the cost of each plank. If you use the balloon to plank all your stuff first, then using the demon adds about ~53 gp to the cost of each plank. Now, to "efficiently" using the balloon, you're using your Duel Ring, which varies in cost from 2k to 5k each (not sure, as I always make my own and have 100+ in bank). Assuming 2k per ring and you cut oak near the sawmill, that adds ~10 gp per plank (~25gp if you consider a duel ring worth 5k each). So, you'll save ~43 gp (or ~18gp if 5k duel ring) per plank using the balloon. However, you lose time which for many players is worth ALOT in terms of gp. Is that 1 minute you spend in the balloon worth the 1k gp you'll save per trip? HOWEVER!!!! If you're planking in order to sell the items at a higher cost, then this method is DEFINATELY the route to go. Anyone have costs of logs versus planks in the construction forums?
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(Secretly) The Fastest Mage Exp Possible (EXPENSIVE)
If you're REALLY bored, I think you can cast Fire Wave at the fire mage south of Falador. Apparently, if you use the element they're made of, you heal them. Granted, I've not tested this out, but it sounds like a cheasy, expensive, afk trainer. Other methods I've done: Chaos Gaunts at steels - great, and cost effective but slow. Slayer Dart at steels - great, cost a bit, slow Ice Barrage at Bandit Camp - fast, tedious, EXPENSIVE Enchant Onyx at MTA - fast, lots of clicking Slayer Dart at giant crabs - great, cost effective, but annoying finding buddy to help you get in. High Alchemy - most cost effective, boring! As for String Jewelry, think of it like this: Getting gold (50xp mining per ore), Smelting gold (56.5 xp smithing per ore using crafting gaunts), Crafting amulet (30 xp crafting per ore), Stringing amulet (44 mage xp, 4 crafting xp per amulet), selling amulet (30 gp per ore at stores, 240 gp and 65 mage xp casting high alchemy). Have to admit, though time consuming you're getting alot out of your gold ore. It's easy to mine gold at either Between a Rock or using the fairy rings.
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// Javelin Atlatls and Dwarf Crossbow Loaders //
Nudge
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// Dwarf Recycling Center //
Nah, as you're still using coal to "smelt" the metal back into bars you should have the 100% chance that other metals give you.
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// Javelin Atlatls and Dwarf Crossbow Loaders //
RuneScape Forums > Suggestions > New high level weapons Quick find code: 24-25-962-32675460 Page 21 ~~~Atl Atl~~~ **I know it has low level stats/versions, I'm assuming that if Jagex introduces this, it would want to cover bases on the low level versions. However, the high level atl atl will truly be a high level weapon appreciated by many rangers. Obviously I could delete all but the Yew and Magic and still have the idea covered** (Pronounced: At Lat El) Ancient weapon in real life, precursor of the Bow. Used by ancient nomads to hurl Javelins, Darts and Spears farther, stronger and faster. It essentially is the sling for spears, like adding an exra joint to your arm giving you a 3 foot arm to hurl the javelin. In game equivalent: May be player produced (requires 85 crafting and fletching to make Magic Atl Atl, 85 range to wield Magic Atl Atl, 70 crafting and fletching for Yew, 70 range to wield Yew Atl Atl, etc. etc.) or possibly bought/obtained by NPC as reward for quest. Benefit: Atl Atl adds not only a slight range bonus to the player it has the HUGE benefit of increasing distance and rate of fire for javelins. SPM - shots per minute could also require agility level equal to the range requirement to wield. 10 range - Wood - upto bronze javelins - 15 spm - +5 range 25 range - Oak - upto iron javelins - 18 spm - +10 range 40 range - Willow - upto steel javelins - 21 spm - +15 range 55 range - Maple - upto mith javelis - 24 spm - +20 range 70 range - Yew - upto addy javelins - 27 spm - +25 range 85 range - Magic - upto runite javelins - 30 spm - +30 range Balance issues - Javelins are NPC obtained / bought. In addition, the atlatl could go into the shield slot to balance or remove the 1h benefit javelins had. By using this, Runescape re-invigorates the Javelin as a useful ranging weapon. Before it was slow with minimum range, this will improve speed (big factor in range) in addition to distance. ~~~Dwarf Rapid Fire Mechanism~~~ ~~~Dwarf Crossbow Loader~~~ **Like before, I'm including the lower level variants but that's so the path to the high level variants are seen** Dwarves, dismissing the beauty of the crossbow and looking only at how it evens the odds in the effiency elves have with the normal bow, have gone even further. Calling upon the ancient notes of the Dwarf Kelda who was rumored to have designed the Tainted Crossbow wielded by Karil himself, dwarves have developed a mechanism to aid the speed in the firing of the crossbow. Wielded in the shield slot. Requires Range, Str and Agility skills to wield. Benefit: when wielded in the shield slot, improves the speed of the crossbow. Obtained: I prefer a quest and you have to build your own untradeable. Better loaders can be built by those with higher skills in smithing, crafting and fletching. Type CANNOT be used as loader above the type bow ie Addy loader cannot be used on rune crossbow. Type - spm (shots per minute in rapid) - skill to wield (str, range, and agility) Bronze - 15 spm - 10 skill Iron - 18 spm - 25 skill Steel - 21 spm - 40 skill Mithril - 24 spm - 55 skill Adament - 27 spm - 70 skill Rune - 30 spm - 85 skill Like the atl atl, this item removes the 1h benefit of the crossbow but gives benefit of speed to the weapon. I believe that faster crossbow will translate to more players using them in training and pking environments.
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// Dwarf Recycling Center //
I assume it would work like this: Items placed in the DRC will have a "count" attached to them. A mith short sword will have .6 count while a mith plate will have 3.0 so that putting them into the DRC increases the bar count. Once the bar count hits 28, you cannot put any more items in until the bars are smelted. A similar rule occurs already at the Dwarf Blast Furnace.
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// Dwarf Recycling Center //
Well, if you're f2p perhaps it can still help you. Players would be wanting armor and weapons to recycle and f2p offers enourmous amounts yes?
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LARGE IMAGE - Because I was bored - Runescape Satellite Map
Allthetime, hate to say it but I've never been to see the KBD ever. Never liked the idea of going to deep wild with good weapons. To the one that asked, I tried to upload a .png version of the map but it was 11meg in size didn't seem to upload very easy.