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xpx

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Everything posted by xpx

  1. I have 3 scrolls sent out right now so yeah, you can send multiple out at a time. You will also get the right pieces for them if you succeed. Lodgings doesn't matter at all. Bar should be the adventurer one. shipwright is mostly personal preference, I went for seafaring(balanced approach). Clue voyages are all new adventurer voyages, similar to story voyages. Similarly, they have tiers based on different island regions, but dissimilarly, they are not gotten in an ascending order. Once you get one of the adventurers in the bar with a clue voyage, you have two choices. Either to send out the ship without any guidance or you can talk to the adventurer and suggest which island they should look for. Clues as it pertains to the island are given by the map tables (these replace jade statues/cherry trees etc). I'm already near 4.1k port score so Portmaster title shouldn't take too much time.
  2. So apparently the new items to make weapons are available from standard (TG) shield voyages. I didn't have a great start- with my 4 adventurer rerolls(got 1 extra from 2 random events i did) i only got 4 new story missions and 3 scroll missions. Once i picked story over clue voyage(clue was loop-grade voyage).
  3. Max port from previous costs around 65k azure, 20k terracotta and 75k chimes.
  4. No new regions doesn't 100% equate to the distance limit staying the same, but yeah, that's exactly why my post was focused on how to get the most adv rerolls (and thus scrolls+story missions).
  5. So yeah, now that the BTS is out and there aren't any more concrete spoilers coming, here are some (belated) suggestions to get the most out of the ports update: Have max chi, plates, koi and perls. You'll likely also need a large amount of resources to max all buildings and make new weapons (my 20k cotta likely isn't enough). For the storyline and distance race: Have max all random event rewards (3 adv rerolls is the most important one, but other things are important in order to force further rerolls) Have a random event roll over from the day prior. Have 4 finished voyages waiting when the update hits (for distance, these have to be shield tier TG). When the update hits, make 3 new port statues and use one adv. reroll. Complete the random event from the previous day. Check the 4 ships (most likely getting a new random event, although it's not necessary as you'll complete a few more voyages in the day). Send out any Scroll or new adventurer voyages you get. Use another adv. reroll etc. If you are lucky enough, you could complete a single adventurer storyline within the first ~24 hours of the update (max 7 adv rerolls within the first 10 hours of the update).
  6. I did it's like 400k with it factored in. Auras are needed for those stupid high Dragonic rates too. Grenwalls have a stupid high catch rate and needs them far less by comparison. And you also have to consider you can only do about 50 minutes max a day.
  7. How exactly is that 500k xp an hour? Does getting the tickets take no time? (Are loyalty points assumed to be infinite?)
  8. With the amount of ideas in already, the vast majority of them being trash, it really seems as though this will not work without extensive pre-moderation by jagex staff. It also gives the community a black eye, in that, as suspected, a large amount is lacking in scope and intelligence. (t99 weapons? really? who would have thought of that!)
  9. If we are to assume seasonals to be about skill and efficiency the only one applicable are sinkholes. Everything else is mainly about how many hours a day you can grind something useless. I doubt sinkholes will win, though.
  10. Player-owned houses weren't a great idea for how much work they required (they even tried to do it in rsc but failed), and have been basically dead content for years. Even jagex understands that. Thus their general distaste to do anything drastic with them- it's just not worth it (and really, players rarely if ever consider the cost of making something versus the benefit it would reap for the game/community/company when suggesting new ideas, that's for sure). Horses have been proposed from the beginning and they have said time and time again they are not doing it. Given how they gave us dual-wielding and we crucified them for it, that's the right attitude.
  11. The ideas on runelabs right now are mostly crap right now, mainly being posted by people who can't read/write/listen or have selfish ambitions. There really should be some moderation done before ideas are posted to ensure the ideas fit with what is being asked- that would get rid of about 90% of the "ideas" suggested thus far.
  12. I can't really see any problem with runelabs being for members only. Why suggest something you'd not be able to play anyway? (plus with bonds there really isn't any reason not to be a member) I do hope runelabs will work, but i do have my doubts. Most of them have to do with the fear of clutter and average intelligence of players (ie cosmetic over functional updates).
  13. Can anyone 100% confirm the update scedule for the next two weeks? As in, is ports update this upcoming monday or monday the 26th?
  14. Look at the bright side- you could have spent the same time getting 99 rc on one account by... crafting runes...
  15. It's 90% average (starting enrage) for 10 kills. Doesn't take a particle physicist to figure that out... And the increased enrage during kills is nothing new so it won't really have any effect as far as araxxor farming is concerned.
  16. That's not true at all. Araxxor has 7 common drops (8 with Pheremone). It has 12 uncommon drops. Then it has a few rare/very rare drops. The chance of getting a Pheremone before your enrage hits 90% is very low. Under the new system, you're at 100% enrage on 5 kills. So it's not effectively a 90% cap. In fact, plenty of people today have done more kills than that without getting Pheremone. It's street price is 13-14 mil, and that's for a reason (not just the fact it's a new item). Realistically, you're going to have to do quite a bit of kills, then maybe you get the Pheremone. Pheremone will remain relatively expensive, most of the serious hunters are certainly not going to sell the ones they get. All the forced instances did was drastically slash the profit of the normal Araxxor chests by adding on a new cost, and a lot of the chests were bad money to begin with. If you kill 10 araxxi, your average enrage is 90%. As far as i've seen so far, it is indeed about 1/10 chance to get the pheromone. The price right now is nothing to go by because of the secondary effect, but can decrease alot because of non-farmers. Actually they changed from base enrage increase from 15% to 20%. So 10 araxxi kills SHOULD be at least 200% D=. If you then get a reset, it will be on average 100% over those 10 kills, however there is a huge difference between 200% and 100% enrage. You start out with 0%, so it's 90% average(the average of all single digit numbers in a decimal system is 4.5). I made the same mistake at first and edited my post. And i mean.... average enrage should be pretty much self explanatory... And given that the max enrage you will face this way is 180%, it shouldn't be a problem for people used to 150% enrage on most of their kills.
  17. That's not true at all. Araxxor has 7 common drops (8 with Pheremone). It has 12 uncommon drops. Then it has a few rare/very rare drops. The chance of getting a Pheremone before your enrage hits 90% is very low. Under the new system, you're at 100% enrage on 5 kills. So it's not effectively a 90% cap. In fact, plenty of people today have done more kills than that without getting Pheremone. It's street price is 13-14 mil, and that's for a reason (not just the fact it's a new item). Realistically, you're going to have to do quite a bit of kills, then maybe you get the Pheremone. Pheremone will remain relatively expensive, most of the serious hunters are certainly not going to sell the ones they get. All the forced instances did was drastically slash the profit of the normal Araxxor chests by adding on a new cost, and a lot of the chests were bad money to begin with. If you kill 10 araxxi, your average enrage is 90%. As far as i've seen so far, it is indeed about 1/10 chance to get the pheromone. The price right now is nothing to go by because of the secondary effect, but can decrease alot because of non-farmers.
  18. You have 95% chance of getting araxxor opposite the style of your weapon in an instance. You now also have a 95% chance of getting araxxor opposite the style you are using if you are carrying pheromone and not in an instance. As far as i've heard, pheromone is consumable per resetting rage, but not starting and forcing styles.
  19. This update doesn't seem to have made araxxor any more difficult to farm- on the contrary, given that the pheromone is a common drop (up to 1/10, likely lower than that), this means that the average rage is basically capped at 90% (and likely lower), where as before it would approach 150% the more kills you got. Logging out was bug abuse anyway and it is smarter to use an instance anyway to save time. The pheromone being tradeable means you can pay to have difficulty of farming araxxor decreased, which seems like a nice idea.
  20. To be honest, knowing several rank 1 players in rsc and top players at the start of rs2, people really didn't play the game just to gain xp as fast as possible. I mean, sure, there were quite a few players who cared about the fastest and efficient methods, but it wasn't about the grind (quantity) but rather quality. It's gone downhill quite a bit, ever since capes of accomplishment, i reckon. But as it pertains to rsc... even though you'd say you would have like to play it... no. just no. I managed to level up to 1340 total in rsc, but to be honest, it was just a terrible game.
  21. Dam... now they need to kill another god to get this guy to max.
  22. It's been like this for quite some time, actually, and seems to be tied to the 30/15 second timer on pots. I've had it happen (sort of on purpose) at celestials quite a few times, but most dragons just don't do alot of damage trough dragonfire. I was quite surprised that frosts can hit almost 2.4k.
  23. I think they are in a competition to see how long they can have a piece of content going without it becoming dead content, all while not changing a damn thing (the only change that wasn't system related like RDT or EoC has been elite clue scroll drops). Still going strong after over 9 years...
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