Skip to content
View in the app

A better way to browse. Learn more.

Tip.It Forum

A full-screen app on your home screen with push notifications, badges and more.

To install this app on iOS and iPadOS
  1. Tap the Share icon in Safari
  2. Scroll the menu and tap Add to Home Screen.
  3. Tap Add in the top-right corner.
To install this app on Android
  1. Tap the 3-dot menu (⋮) in the top-right corner of the browser.
  2. Tap Add to Home screen or Install app.
  3. Confirm by tapping Install.

aquariusman

Members
  • Joined

  • Last visited

Everything posted by aquariusman

  1. Anyone know how long it takes for you to swing your pickaxe? Also, I'm trying to get to level 70 mining and would like to know the fastest way for F2P, other than iron or if you have any better place to mine iron other than Al Karhid chasm. For some reason I think that rune essence might be good since it's continuous mining until you have a full inventory, one essence every 3 swings. Only problem with that would be the 72,000 essence I need to mine, resulting in at least 2580 trips and 216,000 swings. I'm looking at essence because it allows me to browse forums for a few seconds. Any help is appreciated.
  2. How do you lose full steel trying to get black armour trimmed :-s Anyways, my favourite item (And most precious) was either my pickaxe or my axe, can't remember which, but I loved mining and wood cutting, and still do, except for yews (Mother !@#$%^& bots!)
  3. Nice post, I especially like the one-handed weapons weilded as two-handed. A simple way to come by that suggestion would be to increase the attack stat bonuses on one-handed weapons, and then decrease the attack bonuses for shields by the same amount. This could be something like (+5)-(+20) for ALL basic one-handed weapons and then (-5)-(-20) for ALL basic shields. The dagger pobably shouldn't be included in this, unless of course you lower its speed dramatically when using it as a two-handed weapon because of how awkward it is. All Ideas: Support/No Opinion (I couldn't care about the BA, I'm F2P)
  4. This doesnt seem like a good skill, like aoe said. First of all, there is no water that is wilderness and the only possible way to add that would be to make the middle of the seas wilderness. Also, there's the Trawler for fishing already, the regular ships for transport and the Charter ships for something (Trading? I can't remember). The ship battles would be an excellent idea for a minigame, especially since Jagex has added quite a few pirate-themed updates.
  5. This is just a guess, but maybe that's not how old the account is but the actual total playing time? If it is the age of the account, that's pretty good to get an average level of 65 in a hundred or so days.
  6. Adding one step to the registration process won't take an hour longer, at most it will add 30 seconds. Adding the Image Verification would greating increase the hassle for bots, however eventually they will e able to read the letters.unless of course you had something where it says "Type the word that is in x position." and then the position is random.
  7. Sorry if this seems like I'm attempting to take over your thread, but I thought of, well more like borrowed, two different ways to deal with elements. The first is simple and borrowed from the game Golden Sun. The way elements are dealt with there is you are strong defensively and offensively in your element and neutral in the others. This means that you would have to find a way to increse your general elemental resistance while still specializing in a skill. This would be quite good when dealing with armour and weapons because you would just split your elemental defense among your armour and use a weapon of any element. The problem is that Golden Sun incorporated the use of sprites called djinn, which effect your resistences and power. The djinn could be activated/deactivated to do certain things not involved elementally. Every djinn of an element would gain you a level in that particular element, however the djinn had to be activated for it to count. That level then determined how strong your resistence and power was. A table used for a a player might look like this: xxxxxx |Earth|Water|Fire|Wind/Air ---------------------------------------- Djinn | 4/4 | 0/0 |1/2| 4/6 Level | 4 | 5 | 1 | 4 Power | XX | XXX | XX| XXX Resist | XX | XXX | XX| XXX You notice how Water has no Djinn but still a Level of 5? Every character was of a certain element, adding those 5 levels. Even with that, this way can easily be adapted to Runescape. You would simply substitute Djinn for elemental armour and weapons, still keeping the display X/Y, more on that soon. Then you would add the ability to enchant yourself with an element. Now time to explain the X/Y. Each elemental item would be enchanted to a certain level using spells almost exactly like you described, just they only work on regular armour (The F2P armour, d'hides, robes). There would be four spells for each element, and the spells would have enchantment levels. These enchantment levels are basically djinn for the weapon/piece of armour. The lowest spell would give 1 enchantment level, the next best 2, then the second highest 3 and finally the highest 4. Enchanting a piece of armour and then a weapon with and enchantment spell would give different kinds of enchantment levels. The armour would get a defensive level while the weapon an offensive one. Defensive enchantment levels only effect elemental resistance for that element while offensive enchantment levels contribute to power. To simplyfy a possible chart for the elemental power and resist of someone in Runescape, X/Y is used, with X representing Offensive Enchantment Levels and Y representing Defensive Enchantment Levels. Here is what a chart might look like for someone who is elementally Fire (adding 3/3), with each armour slot (4 in total) enchanted with a different element and Enchantment Level. The weapons slot is enchanted with Fire and has an Enchantment Level of 3. XXXXX|Earth|Water|Fire|Wind/Air --------------------------------------------- Ech. Lv| 0/3 | 0/2 | 6/4| 0/4 Power | 0 | 0 | 6 | 0 Resist | 3 | 2 | 4 | 4 As you can see, the Power/Resist or the Enchantment Level rows can be removed and probably should. However, I was just showing the two ways of representing this melded together so you can compare the effectiveness. I personally prefer leving the Power and Resist rows in because it is much more organized. Now, there comes the problem of figuring out whether or not your element has any effect on another player. This is quite easy. You simply find the ratio of their resist to your power. For the above character attacking someone with a Fire power of 3, the ratio is 1:2. This ratio is then becomes the ratio of the damage you would normally do, to the damage with the elemental effect. For example, if you were going to hit a 10 and you had a ratio of 2:1, you would hit 5. If you had a ratio of 1:3, you would hit 30. This would however be extremely overpowered, since the max hit (Using Tip.It's max hit calculator) is 24 with Rune B-Axe, Defender and 99 Strength. That means that it would be possible to hit 184 :!: if you have a Fire Power of 8 (Possible with Rune defender and any other weapon) and your opponent has a Fire Resist of 1. And I don't know about you, but that would completely throw off the game. That means there is the need for another way of calculating the effect. The effect would be best calculated as: (P-R)2+D=E. P represents your Power in an element, R represents your opponents Resist in the same element, D represents your 'base' damage while E represents the damage you actually give. This translates into the difference between your Power subtract their Resist doubled is how much extra/less damage you give. So lets say you have a Power of 3, they have a Resist of 5 and you are going to deal 10 damage. E=(P-R)2+D E=(3-5)2+10 E=(-2)2+10 E=(-4)+10 E=6 Because your opponent ahs 2 greater Resist than you Power, your attack is weakened. Now, what happens if you have a Defender of one Element and a wepaon of another? First of all, I think it would be best if Defenders were only able to be enchanted with up to 2 Enchantment Levels. Secondly, weapons and armour should have a limit as to how many Enchantment Levels each peice can have, based on where the piece is wielded and what type of armour it has. The following ranking of armour slot is used: Platebody>Platelegs>Shield>Helemet Now for a set of full Rune armour, the maximum Enchantment Levels would be as follows: Platebody:4 Platelegs:3 Shield:2 Helmet:1 If it were an Addy set: Platebody:3 Platelegs:2 Shield:1 Helmet:0 As you can see, as you go down the rank of slot, the maximum Enchantment Level decreases. Also, as you go down the rank of armour type, the Maximum Enchantment Level decreases. This Means that only Rune, Addy, Mith and Black armour can be enchanted. That's all I'll contribute for today, I won't even bother getting into the other way, I realized just good this way was as I typed.
  8. I think there should be two quests. The first one introduces the basic elements. The second is more of a sequl to both desert treasure and the first quest, this time introducing the Magicks' elements.The basic quest should be geared toward medium- to high-level players (90+) and the second geared to ward high-level players (110+). I have never been a member so I do not know what appeases members quest-wise, but I was thinking of something like Desert Treasure for the Magicks quest, revealing some history of Ancient Magicks. The quests should definitly be very hard, but not too discouraging. Maybe something that is magic related, such as defeating a number of elemental monsters with only the elemental spells. The 'Bonus Effects' seem to need a little more work. First of all, are these effects always present, or are they only working when attacking it's opposing element? Then I see a problem with your opposing elements. If Water beats Fire, what does Fire beat? And if Earth beats Air, what can Air beat? Air and Fire have no effect on eachother at all, Earth can be split into to seperate elements too. There's stone, dirt, ore, etc. and then there's plants and things to do with Nature. You would need to add Nature as an element so that Fire beat something, then Nature would beat Water, Water beat Fire, Fire beat Nature. This leaves out Earth and Air. Since Earth beats Air, Air needs something that it can push around, which is probably something like Fire, however Air also fans Fire, thus making them neutral. Nature doesn't really effect Earth much, infact they practically have a mutual relation. Water washes away soil and erodes rock, so water would have a minor advantages over Earth. To make this less complicated, heres a chart: xxxxx|Fire..|Water|.Earth.|Air...|Nature| ---------------------------------------------- Fire....|xxxx|++++|===.|===.|-------.| ---------------------------------------------- Water.|-----|xxxxx|====|===.|++++| ---------------------------------------------- Earth..|==..|====|xxxxx|------|====| ---------------------------------------------- Air.....|===|====|++++|xxxx|====| ---------------------------------------------- Nature|++..|-------|====|===|xxxxx| The top is the attacking element, the side is the defending. + means that the attacking element gets a bonus, = means that the there is no advantage/disadvantage, - means that the attacking element is weakened, periods are just used as spacers. As you can see, Earth as no weakness, which actually seems suitable to me, seeing as how regular armour has no real weakness elemental wise and is Earth based (Metal). I will not deal with Ancient Magicks elements seeing as how they make no sense what so ever. Ice is just an advanced version of water, shadow is not really an element unless it becomes dark and then light is introduced. Then there is blood which could either be life or death, because the spell transfers life however that would involve death. Certain armours, such as dragon hides, would have no real affiliation (If you say that d'hide does because it comes from a dragon, then that is fairly false, scales would protect against water and fire). That means that some armours would either end up being neutral or having double elements. Wow, that was quite a bit. I will edit/add more to my post when i have time to organize my thoughts about this more.
  9. I think that to compare two items, you should just be able to use the two together and then the window pops up. That means less clutter in the drop-down menus.
  10. No, he probably just needed a rune scimmy and hoped you were a nice player
  11. Maybe add a feature much like the wardrobe in POH's to the Wise Old Man's house? You can store all of your random drops, including the sandwiches from the sandwich lady. Or atleast make it so that if you end up dieing with/dropping a random event item (Excluding sandwiches), the next time you get that particular random event the NPC asks if you would like it back after you complete the task required. For the mime you use your mastery of inference to know what the mime is asking you.
  12. Sorry if someone posted something about this, I didn't feel like reading. When on a F2P world, the magic book should be limited only to the F2P spells, even if you are using the ancient or lunar spellsets, because they're just useless graphics that clutter the interface. Your spellset would not change to the regular spellset, unless of course it presently changes. I do realize that these extra spells in the book are a tease to non-members and is a good marketing scheme. That dashes my hopes of this happening.
  13. I really liike the idea of elemental weapons and armours especially with what I suggested and having the weapons and armours of all classes elemental. The elemental staffs and staves are already Elemental, the orbs had to be enchanted/embued with the power of that element, so they wouldnt need a new item for air/water/earth/fire staffs. The ranger equipment would be hard to handle, except for the elf bows and crossbow bolts. They would raise the question of whether the bow or the ammo should be enchanted. I think that the enchanting should be similar to the augmentations in Fable, you add the enchantments with special stones or orbs and then the enchantments are permanent. You would just use large amounts of runes in place of the augmentations, but once a weapon is enchanted, it becomes untradable. To enchant a weapon, you should be able to weild the item and have a relatively high runecrafting and/or magic level. For the crystal bow, the enchantment sticks to the seed and bow, maybe even there would be an enchantment that, straying away from the idea of elemental, gives the bow infinite charges, but requires a very large amount of nature, earth, water and cosmic runes. Very powerful armour, such as 3rd Age and Barrows, could not be enchanted. There would be alot of programming involved however if you were to add elemental properties to every single item in the game, probably even more if the effects were only active on members worlds.
  14. If you add in runecrafting to this, it would be a really good update, adding more depth to runecrafting. Then maybe in the future add Elemental armour which is weak/stong against certain types. A side feature for the weapons could be that either they give you unlimited runes of that element or allow you to auto cast the strike/bolt/blast/wave spell of that element. Now for a few options for special attacks: Seismic Blade: Considering the name, definitly go for a shock wave based attack the either stuns, hurts, or has a chance of a one-hit KO. Multi-combat could hit all enemies surrounding, much like the dragon 2H special. Tidal Blade: I just thought this sounded more suitable than ice blade, because ice has more to with water AND heat, well the absence of heat. Spec. could be something like a tsunami coming off the blade and can hit multiple enemies (In Multi-combat areas only of course), with the possibility of one-hit KO. If you are close to water, the special is greatly enhanced. Volcanic Blade: Same thing with the Tidal Blace, this suits a good naming scheme I can see. Special is a giant volcanic eruption from beneath the opponent, which damages those around the opponent, including yourself if you are too close. They eruption would be on a 3x3 square, with the opponent you cast it on in the middle, who is hit the hardest. The adjacent squares and hit with about half the damage, while the four corners of the square hit with only a quarter. Then debris falls randomly over a 5x5 square, with the opponent in the middle. This attack is enhanced on Karajama, the wilderness and anywhere else you see volcanic activity (Which means lava). Aerial Blade: If you haven't noticed the naming scheme I thought of, you're an idiot. Anyways, the special here would have something to do with a tornado, maybe even peregrine falcons dive-bombing the opponent(s). The peregrine falcons would only come if you had 60-70 hunting of course, but the tornados would be much the same as the pecial of the Volcanic Blade, just with tornados and no falling debris. The Elemental blades would have different effects against other defenses that are elementally based. The effcts would be similar to the combat triangle, just with a square: Fire ---->Earth /\.........\/ Water<-Air The order if you go clockwise, each element does 1.25-2x damage to the next element, if you go counter-clockwise, each element does 1/2 damage to the next one. Opposite elements are neutral because fire generates thermal updrafts, creating wind, enhancing air, fire needs air, specifically oxygen, and so air enhances fire. Water and earth and no real effect on eachother. To end it off, the weapons and armour, should they come into consideration, degrade much like crystal items. They slowly lose their charge, with the effects becoming less and less until they revert back to regular weapons and armour. The entire update may however tip the scales on the combat triangle towards melee and maybe even mage a bit.
  15. Plus the rain clouds or volcanic clouds that generate enough friction to heat that air, which adds the remaining three elemental runes. And if you want sparks, go stick a fork in an electrical socket :
  16. Agility is rather a touchy subject IMO. First of all, theres the F2P'er Pker who says that it is an unfair advantage. Then theres the former P2Per who says that he paid for it, therefore it is his to use. The the smart person will say that they paid for the service to access agility, not for the skill itself. Then the P2Per responds that it is very much like how maples were F2P. You theoretically could cut them down, just there weren't any to cut down. The P2Per then backs it up with the fact that the some of the former members who runecraft, PK, etc. may have only become a member for their agility to transfer over to F2P to give them advantage, thus making them extremely angry and ranting on and on about how they now wasted $10 CND. The F2per asks what this has to do with removing agility from the wilderness. The P2Per strikes the final blow with the response that if you couldn't use agility in the wilderness, then the Pkers would rant on and on that since it is available in the regular world, why take it away from the honour-bound society of the wilderness, where if you run, your humiliated, or where you make someone run, you humiliated them.
  17. Support, and Vambraces should go in the bracelet spot too, you put those on your wrist too. Since we're at it, you should be able to see rings on your character if they're not wearing gloves, and their mouth.
  18. Agreed, and use proper grammer. At "first" I thought you were saying first and not "ones".
  19. Save it again, just this time as an appropriate file name.... and what are you talking about cyan and red? A little more detail on this would be nice
  20. Off-Topic: I dont even remember posting this.... On-Topic: Still support this, but after loking at it, the rune rock should be in a wilderness area that goes up 1 level every space. The rock is at the far back of the mine in level 50-55 wilderness and has one or two greater demons. This part is essentailly a crevice within the secondary part of the mine that everyone can go through (Well, maybe only P2P). The crevice is squeze through but does not require agility. Once you enter you get the wilderness warning. The path is 2-4 spaces wide. The Secondary part before that has the crevice is opened up by a cave-in of one of the guild's walls, possibly reflecting the amount of ore mined and visible on the surface. The cave in is reletively small - just a section of wall 2 spaces thick falling down to reveal a long pathway. To climb over the rubble you need to use your pickaxe or a crossbow grapple. Using your pickaxe could require 70 mining or whatever requirement is wanted. This pathway is riddled with scorpions, zombies, skeletons, spiders, maybe even some lesser demons at the end near the addamant rocks. The path is 6 spaces wide, the walls are lined with rocks, some unminable, some as low as clay or copper and tin. The quality of the rocks slowly gets better as this labourous pathway stretches on. The rocks on the way to the mine are only as good as coal, which is closer to the very end. The pathway leads to a gate similar to the one to enter the main guild from the dwarven mines. This gate blocks the way to the 80-90 mine, which has coal, mithril, addy and the crevice to the rune rock. There is an abundance of mithril (10 or so), not some many addy (~5) and plenty of coal (20). This part of the guild has no monsters in it, mainly because of the dwarves protecting it and is situated pretty much under the monastary. The path to the high-level mine also includes dwarves throughout mining ores and sometimes the monsters, often losing, but getting drunk if they win.
  21. No you won't. This case wouldnt even make it to a judge. Some child whining about how they got insignificant which is not even theirs lost will not be anything. Unless this person attempts to sue for emotional damages, which is absurd in its own right.
  22. Not only is the universe winning, it is completely pwning. Also, is there such a thing as the ditch of inteliigence in Scape-Rune? Thats where I would head if there was \
  23. How exactly can you mine a live creature #-o Last time I checked that was called killing. Only way you'd be able to make dragon armour is if you sometimes got dragon scales when you killed a dragon. You'd get like 5 usable scales, and you would need something like 10,000 scales for a d-chain. 10,000 seems reasonable for something that wasn't supposed to be made in the first place, needs hundreds, probably thousands of chain links, and isnt even metal. They would be an uncommon drop, not too rare but definitly not common. That's the most I think Jagex would do if they were forced to do this, but they better not - I'll despise them for it.
  24. First off, unless you've done it already, run a virus scan. Then if you don't get anywhere, set a bank pin unless you already set it. Next change your password to something complicated that you use regularly so you don;t forget it, likewise for your recovery question answers, even if they don't answer the questons. If that doesn't turn anything up, every time you log in, check the date that you last logged in and check it against what usually happens and bank records you might want to keep. You might just be paranoid and/or dellusional.
  25. I absolutely LOVE killing people who call me "Def noob" and "Safer", then turning around and PMing them, saying "Dead!!!!". It makes me feel so big 8-)

Important Information

By using this site, you agree to our Terms of Use.

Account

Navigation

Search

Search

Configure browser push notifications

Chrome (Android)
  1. Tap the lock icon next to the address bar.
  2. Tap Permissions → Notifications.
  3. Adjust your preference.
Chrome (Desktop)
  1. Click the padlock icon in the address bar.
  2. Select Site settings.
  3. Find Notifications and adjust your preference.