Everything posted by crashNburn
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Calling 99 FIshermen
Heavy-rod(barbarian) fishing is the most accepted method for fastest fishing exp. Anywhere from 60-70k/hour.
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best xp at 73 fishing
If you can't do barb fishing dropping at shilo is the next best thing.
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Maximising profit via RC
I *think* deaths or bloods would be better since they're worth a lot more than nats and abyss runs are only a few seconds longer. You can also take out dueling rings and graahk in costs. At 82 astrals are indeed the best for money at that point. Deaths are indeed better than graahking single nats, although since they've added the partial multiplier I'm not sure at what level (if any) before 82 nats would become more profitable, I'd stick with deaths. Abyssing bloods is never better than deaths. The best path for decent exp and good profit in rc is deaths(65) > astrals(82) > nats(91).
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200M in all Skills
Anyone know what drumgun's been up to recently? His daily strength gains have basically been cut in half for a week or two now. However he seems to be keeping the same exact 14-16+ hour schedule. This would seem to indicate he's training on something with significant defense (I know he was previously training at AZ's). Maybe he's just taking it easy really, really consistently?
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Best way to 99 strength?
What is EE? Assuming enhanced excalibur.
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Fletching Experience
I need more accurate information. I'm willing to spend up to 20m on 90-99 fletching. Sorry about being so vague. Last time I did addy bolts it was about 2.3gp/xp. I know it's probably not a decent answer, but I'd check the ge to see exactly what you'll be paying, bolt prices fluctuate like crazy, sometimes you can even make a profit.
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Fletching Experience
Broad arrows followed by addy bolts. Last I checked broad arrows were cartoonishly expensive, so I wouldn't bother unless you've got a hell of a bank. Adamant bolts top out at around 500k-550k/hour, but it's difficult to reach. I think broad arrows can go over 600k/hour. Edit: Just talked to someone who fletched broads for 30m or so, they're like 550k/hour, don't even bother with em
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Gaining MA ranks
I'm also curious about this, finally decided to imbue my berserker.
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Cavefish or Barbarian?
If you can drop fast between casting, barb fishing actually leaves a fair amount of afk time. I wait til I have 24 fish, then drop four fish between casts x4, followed by 3 fish between casts x4. In 8 drops my inv is back to only four fish (I automatically catch another fish right after each drop), and I just wait around for it to fill up again. If you can't drop relatively fast, or don't want to bother, do cavefish. But barb fishing doesn't take as much concentration as people believe, unless you're going for the absolute fastest rate.
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~90k fletching xp an hour - should I be faster?
Seems like you're stringing bows very slowly, the exp rates for stringing should always be higher than for fletching logs of the same type.
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Str Xp at Monkey Guards/ hour
His problem with super sets would be, what exactly? They're very cheap and incredibly effective.
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Mining XP - How to make it a nice number?
There are quest rocks that give 1 exp each. No idea where/what they are though. Edit: Rocks in feldip hills
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Mining, Smithing, Crafting, and Hunter
I'd suggest powermining up to 80 then superheating gold in the living rock caverns with gaunts (you said you were possibly planning to superheat anyway). This is the single most efficient way to gain mining/smithing/magic exp. Wearing varrock armor 2 or 3 helps quite a lot. From 75-77 I was getting rates of slightly above 90k at red sallys, with an arctic bear.
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making money with 99 fishing?
Haven't fished in awhile, but the last I checked sharks were terrible cash and exp. I'd say rocktails.
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Fastest way to 99 in each skill - spreadsheet
50k is lowballing zmi. 60k+ is possible using npc contact to repair pouches, but I'd say 55k-56k is more realistic. Also, while an ardy cloak will give you more runes, I don't believe said runes give you any additional exp. The exp for bake pie is also really low, it's around 460k-470k if done properly. Barb fishing is missing (the fastest way to gain fishing exp).
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27-May-10 Castle wars improvements
That almost makes me want to play cwars. Almost.
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Slayer - Why do you like it?
I disagree, it has tons of variety. While it's still repetitive as hell, it has tons more than other skills as far as variation goes. Gear and inventory changes for almost every task, you manage kills/prayers/cannoning, there's many chances to get decent/rare drops. And (as mentioned above) you also get combat exp, in addition to slayer. Myself, I don't like slayer for the same reason I don't like hunter (competing for spots). I can see why many people enjoy it though.
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The Three Slayer Archetypes
Yeah, the lol you guys fell for it, I trolled you defense is hilarious. Posted something ridiculously inaccurate/foolish? It's okay, it was all part of your master plan to troll everyone. Slick!
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The Money Cap
No. The solution is solving inflation, rather than redesigning the game around it. A max pile of cash is also unnecessary to max out, and there are already plenty of ways to get around this.
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Dragon Plate vs Bandos Plate
A dragon plate stat-wise is inferior to barrows/bandos. It's a cosmetic item, although I think bandos looks much better :3
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Runescapes simple UI
*shrug* Fair enough. The list was more of a hypothetical though. Seems like you could still use a first come first serve method on key presses.
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Runescapes simple UI
this ignores the existence of the game-tick limitation of runescript as a programming language. within a game tick, what action would hold precedence? would there be an order (prayer, eating, spell etc. etc.) would it be random? why hasn't a similar GCD been applied to wielding items and "8 item switches"? i believe that is quite possibly because a GCD can't be implemented. A gcd of one action per game tick would slow down the entire game significantly, as that would be the only way to limit hotkeys!?! What? The GCD would be independent of the tick system, yet if actions were performed that required separate ticks the first action pressed would take precedence. Of course no one but the developers can say whether it's possible or not, but it's highly unlikely such a thing couldn't be implemented. It's not going to be, I have no illusions about that. Still an okay idea. Edit: redundancy are there any actions currently ingame that are independent on the tick system? I certainly can't think of any, as the clicks are just the refresh-rate jagex uses on actions, how can anything happen at different rates than that? The argument makes no sense. Also, the comparison with the bloom lighting is completely void. a tick is a refresh rate, a lighting effect is a graphical effect, not a complete overhaul of the most basic game-mechanic in runsecape. I quite honestly think some of you just don't know the difference between a jave-based game and a real-time game. runescape is TURN-BASED. You quite simply don't know what you're talking about. I'm talking about input checks, not actual game actions. In response to your question about holding down 2 or more keys. Even if the game ticks at .6 seconds it'd be able to establish which hotkey was pressed first before cycling. can you confirm the existence of input checks, independent of game ticks? it seems random to me whether or not the first piece of armour, the third, the fifth or the last is equipped when i attempted an 8-item switch in the bank repeatedly just now. the existence of independent input checks would contradict that policy. The same goes for herb cleaning, the same goes for food eating when spamming multiple items within the same game turn. Of course not, as is clear from the impromptu name. It's hard to believe such a thing couldn't be done client side, though. so then what you're saying is that the whole of runescape would need to be rewritten with a new secondary, memory-intensive system to get hotkeys? that's an entirely new game! which leaves us back to my assertion... Apparently I need to clarify, I don't know whether it is, or isn't in the game, whether it's functional but not being used, etc. etc. Speaking of assertions, memory intensive? Rewritten? You just jumped to one huge conclusion. No one here truly knows the specifics of the game engine, just general stuff one can observe from playing, and the little that jagex has said about it.
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Runescapes simple UI
this ignores the existence of the game-tick limitation of runescript as a programming language. within a game tick, what action would hold precedence? would there be an order (prayer, eating, spell etc. etc.) would it be random? why hasn't a similar GCD been applied to wielding items and "8 item switches"? i believe that is quite possibly because a GCD can't be implemented. A gcd of one action per game tick would slow down the entire game significantly, as that would be the only way to limit hotkeys!?! What? The GCD would be independent of the tick system, yet if actions were performed that required separate ticks the first action pressed would take precedence. Of course no one but the developers can say whether it's possible or not, but it's highly unlikely such a thing couldn't be implemented. It's not going to be, I have no illusions about that. Still an okay idea. Edit: redundancy are there any actions currently ingame that are independent on the tick system? I certainly can't think of any, as the clicks are just the refresh-rate jagex uses on actions, how can anything happen at different rates than that? The argument makes no sense. Also, the comparison with the bloom lighting is completely void. a tick is a refresh rate, a lighting effect is a graphical effect, not a complete overhaul of the most basic game-mechanic in runsecape. I quite honestly think some of you just don't know the difference between a jave-based game and a real-time game. runescape is TURN-BASED. You quite simply don't know what you're talking about. I'm talking about input checks, not actual game actions. In response to your question about holding down 2 or more keys. Even if the game ticks at .6 seconds it'd be able to establish which hotkey was pressed first before cycling. can you confirm the existence of input checks, independent of game ticks? it seems random to me whether or not the first piece of armour, the third, the fifth or the last is equipped when i attempted an 8-item switch in the bank repeatedly just now. the existence of independent input checks would contradict that policy. The same goes for herb cleaning, the same goes for food eating when spamming multiple items within the same game turn. Of course not, as is clear from the impromptu name. It's hard to believe such a thing couldn't be done client side, though.
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Runescapes simple UI
this ignores the existence of the game-tick limitation of runescript as a programming language. within a game tick, what action would hold precedence? would there be an order (prayer, eating, spell etc. etc.) would it be random? why hasn't a similar GCD been applied to wielding items and "8 item switches"? i believe that is quite possibly because a GCD can't be implemented. A gcd of one action per game tick would slow down the entire game significantly, as that would be the only way to limit hotkeys!?! What? The GCD would be independent of the tick system, yet if actions were performed that required separate ticks the first action pressed would take precedence. Of course no one but the developers can say whether it's possible or not, but it's highly unlikely such a thing couldn't be implemented. It's not going to be, I have no illusions about that. Still an okay idea. Edit: redundancy are there any actions currently ingame that are independent on the tick system? I certainly can't think of any, as the clicks are just the refresh-rate jagex uses on actions, how can anything happen at different rates than that? The argument makes no sense. Also, the comparison with the bloom lighting is completely void. a tick is a refresh rate, a lighting effect is a graphical effect, not a complete overhaul of the most basic game-mechanic in runsecape. I quite honestly think some of you just don't know the difference between a jave-based game and a real-time game. runescape is TURN-BASED. You quite simply don't know what you're talking about. I'm talking about input checks, not actual game actions. In response to your question about holding down 2 or more keys. Even if the game ticks at .6 seconds it'd be able to establish which hotkey was pressed first before cycling.
-
Runescapes simple UI
this ignores the existence of the game-tick limitation of runescript as a programming language. within a game tick, what action would hold precedence? would there be an order (prayer, eating, spell etc. etc.) would it be random? why hasn't a similar GCD been applied to wielding items and "8 item switches"? i believe that is quite possibly because a GCD can't be implemented. A gcd of one action per game tick would slow down the entire game significantly, as that would be the only way to limit hotkeys!?! What? The GCD would be independent of the tick system, yet if actions were performed that required separate ticks the first action pressed would take precedence. Of course no one but the developers can say whether it's possible or not, but it's highly unlikely such a thing couldn't be implemented. It's not going to be, I have no illusions about that. Still an okay idea. Edit: redundancy