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Sinkhan

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Posts posted by Sinkhan

  1. Several WB FCs I've looked into potentially signing up for have listed PVP skill requirements. Things like DPS and tanking tests. If nothing else if I ever want to solo DWF camps some PVP skill might help me survive long enough to get out of the wildy.

  2. Herbs can't be watered

     

    Watering in general seems worthless not only because plants can protect allotments, but because disease rates are so low with supercompost and the hassle of watering every growth cycle is probably not worth the reduction. In terms of yield increase, it would have to be pretty significant (15%+ in my opinion) for it to be worth it for the same reason above.

  3.  

    Yeah it looks outdated. So wait, it's the other way around as in higher herbs = higher death + more herbs but vice versa with lower ones?

     

    Do not make this inference. The data shown here does not properly substatiate the claim. The main point of my spiel was that the study was garbage and that you can't draw anything from it. For now, discard this idea until you come across more stringent research.

     

    This is probably why high level seeds are expensive compared to herbs (which probably forces people to check their patches more often). 

     

     

     

    No. The reason for this is demand and supply. High levelled herbs are used in high level potions which are in greater demand than lower levelled potions. Additionally, high level seeds are much rarer than low level ones. MTK, which is a pretty significant supply of seeds, barely provides any of these seeds.

     

    Also, does Watering a patch actually give more crops per yield (for allotments/hops)?

     

    No, at least not directly. Watering only lowers disease rates. The less your crops get diseased, the faster they grow unimpeded and the less they die. These effects help yields in the long run.

     

    > So far for Watermelons I obtained an average of 17.625 per patch out of 5 full runs

     

    That seems a bit on the low side. I'm currently doing snape grass and getting closer to 20-25 per allotment per run (over 40 runs).

  4. How I've always interpreted is that per pick, you roll at a 33% chance to get an additional herb for juju and roll again at an up to 15% chance for greenfingers. Increasing the average number of base picks you get is thus important. If the bonuses stacked off each other, then there would a chance of rolling 4 and 5 herbs in a single picking, but I've never seen more than 3.

     

    Greenfingers and juju bonus herbs do not give xp.

     

    The linked source is flawed in several ways. First of all, they don't even say what herb they plant in the big set! What was the planting and checking strategy for the big set? If two hours for the toadflax set, which is already a enough time for herbs to hit maturity assuming you don't mess up growth cycles, is already more frequent, how often do they even check their patches? The actual number of diseased patches that the second player encountered is also unstated which makes it difficult to determine how much the reduction in death rate is due to curing vs the properties of different leveled herbs. Finally, the sample sizes are way too different.

     

     

    higher herbs = lower life loss + lower yield and vice versa for lower herbs

     

    I think you mixed up the conclusion as the study suggests higher leveled herbs die more (~10% vs ~2% as they claim) and have a higher average live yield and vice versa for low level herbs.

     

    What puzzled me about the entry is that it claims that it uses "optimal equipment", but doesn't mention Jujus or Greenfingers. Seeing this and all of the other problems with this article, I did some deep digging into the history of the page.

     

    It seems some data was entered back in 2010 for a single small set by a lone user. Later on, another user just dumped another 650+ seeds worth of data into the data, with no indication if this was an addition to the existing data or a replacement.  The amusing piece is an edit made by one user that added most of the "analysis" following the data. Some of it is a cute attempt to apply statistical analysis (and in some cases incorrectly) and the rest is bad or poorly presented advice. It seems no one questioned it and let it stand; it baffles me how to this day no one has corrected or at least removed this shoddy entry.

     

    It's stuff like this that make me appreciate more rigorously moderated sites like here at Tip.it. While I still don't think Tip.it has the capacity for as much breadth, the information when it is entered is almost always correct and well presented.

     

    TL;DR That entry you linked is trash. Don't continue to rely on it for information.

  5.  

    So what about the Herb crop yield rate? If I use Supercompost + Magic Secs + Juju Farming Potion + Supreme Greenfingers how much will I get on average? Will it be 5*1.1*1.33*1.15=8.41?

     

     

    I don't think bonus herbs from Juju/GF aura stack off each other so they wouldn't be multiplicative.

     

    Beyond that, I believe researchers figured there's about a 35% chance upon each picking that you'll consume one of the patch's lives and magic secateurs reduce that to 25%. My stats are pretty rusty so I couldn't tell you what that works out to be in terms of expected base yield. From the expected base yield you can calculate average total yield using the 33% and 15% from juju/GF.

     

    Higher level herbs have a higher chance of losing a life.

     

    Never heard of this. Any source?

  6.  

    Prices are gonna tank though, as with most new items. Earlier today prices were floating around 9-10k.

     

    I think extending challenges is the best value, especially when used on stuff like DG. Not reliable though and I'm not sure if rerolling is worthwhile.

     

    Extending Div locations is like ~150-200k and like 20-25k XP which is pretty good, but you can't max out both money and XP.

     

    40 wax for a second JoaT seems worse than extending div locations. You get XP in skill of your choice, but no extra profit and probably less XP.

     

    If wax prices really plummet, it might be worth doubling greenfingers to get 2 protection cycles out of it for herbs. Other 10 wax extensions are probably worthwhile as long as you use for full duration obviously. I don't think any of the 20-40 wax extensions are worth it and vamp/penance will again depend on where wax stabilizes.

    Are you poor?  This stuff is super OP.

     

     

    Affordability isn't the core of my argument. If it works out that the GP of Vis Wax is much greater than the actual effect then it wouldn't be worth using because it would be better to just sell.

     

    I already think that extending challenges and locations is worthwhile in most cases. JoaT would also be fine, but I think generally worse than the other two. The other auras are the most questionable in the value.

  7. Ok good to know. So for slayer is it worth manually scrolling as well or are the random procs sufficient?

     

    I also never knew that simply pressing Attack made your familiar attack your current target. I was under the impression you had to click Attack and then a specific target.

     

    Do people use combat familiars while bossing or is Yak/Uni still dominant?

  8. The basic function of the machine is straightfoward

    • First rune is the same for everyone
    • Second rune is one of three runes. This pool of three is the same for every player
    • Third is completely random

    My interest is not how the game decides which runes are actually perfect/green matches for that day, but if there's a constant pattern to what constitutes a close/yellow match.

     

    My theory is that runes are placed into several groupings. If you ever pick a rune that is the same category as the perfect rune, you'll get a close/yellow match and red otherwise. As for the second rune slot, I suspect you should only get a close match for your specific rune out of the three possible ones.

     

    For example, if the built-in groupings are

    • Fire/Air/Earth/Water
    • Mind/Chaos/Death/Blood
    • Cosmic/Astral/Body/Soul

    And the correct runes of the day for a specific player are Air/Chaos/Soul, then Fire/Mind/Cosmic would be Yellow/Yellow/Yellow and Mind/Earth/Water would be Red/Red/Red.

     

    If these groupings remain static (though it's entirely possible that Jagex re-randomizes the groupings each day), then we could have a system for reducing the amount of trial an error as we'd only need to experiment with runes in the same category. You would narrow down the third rune by trying one rune from each group until you got a yellow and then zero in on runes within that group.

  9. Prices are gonna tank though, as with most new items. Earlier today prices were floating around 9-10k.

     

    I think extending challenges is the best value, especially when used on stuff like DG. Not reliable though and I'm not sure if rerolling is worthwhile.

     

    Extending Div locations is like ~150-200k and like 20-25k XP which is pretty good, but you can't max out both money and XP.

     

    40 wax for a second JoaT seems worse than extending div locations. You get XP in skill of your choice, but no extra profit and probably less XP.

     

    If wax prices really plummet, it might be worth doubling greenfingers to get 2 protection cycles out of it for herbs. Other 10 wax extensions are probably worthwhile as long as you use for full duration obviously. I don't think any of the 20-40 wax extensions are worth it and vamp/penance will again depend on where wax stabilizes.

  10. Has anyone determined a pattern for what to try when we get a yellow result? It seems to suggest that certain elements/types are grouped together and knowing how they're grouped should reduce the number of required tries to get 100.

     

    It's also worth investigating whether if a rune isn't a match for a particular slot, it isn't a match for any slot.

  11. What's the actual process in using it? Do I just load up scrolls into my hat and spam specials at any and all enemies? Is there any way to force familiars to aggro onto my targets quicker or do I have to manually force them to attack each time? With really fast kills the extra help from familiars seems marginal.

     

    Do people even use combat familiars these days or are they still too weak after the EoC nerf?

  12. Does anyone have rough estimates for current slayer rates in terms of pure slayer xp and pure combat xp for each task? Assume 90+ combat, Nex gear, Drygores, royal crossbow, chaotic staff (maybe v wand if DPS difference is massive), turm, ovls, and cannon where applicable.

     

    Currently I'm going off this sheet, but I'm not sure how accurate it is.

     

    Also what's the current fastest XP for melee and ranged?

  13. If you keep a purely defensive archer + halberd formation, with the halberds on the outside, the halberds are also vulnerable to enemy archers, and they can be easily out-manoeuvred. Charging halberds on the flanks/rear will destroy them as they have no space to turn their weapons in face of the charge.

     

    Advance halbs in a phalanx with archers in center

     

    the halberds are also vulnerable to enemy archers,

     

    Either have archers in the same front line with halbs and then manoeveur halbs in front of them when cav/FS approach or have reserve cav unit to rush archers if they get close (I assume cav will be at least somewhat tanky and can withstand a few archer hits).

  14. Ammo is an option, but army logistics are a whole other dimension that might not be a good idea to implement. Also seeing that the RS ammo slot holds 2.147b arrows.

     

    Well just because max stack is 2.147b doesn't mean you'll be necessarily equipping each of your archers with that many.

     

    Archers in this design just seem tremendously strong since they should theoretically outrange everything and couldn't be approached without taking heavy losses. To prevent a cav rush you could just stick a line of halbs or FS in front.

     

    Now if you introduce an imba scout unit...

  15. Each turn, both players give their units orders. They do this at the same time. Once the orders are given, they are played out.

     

    Would there be a limit to the number of new orders that can be given each turn?

     

    You need to be able to tell your units to move to a place, to move to a unit, accompany a unit, attack a unit, guard a place, stand down, volley, charge etc.

     

    What is fundamentally different between moving to a place and a unit? What's the point of accompanying a unit; does the unit automatically follow the unit selected? How would aggression mechanics work for the accompanying unit?

     

    Why would you ever want a unit to stand down if combat occurs upon collision?

     

    Troops on alert fire/strike at one target within range as determined by their priorities (these attacks also mean that moving into the range of archers is dangerous even if you don't attack them). Troops ordered to volley at an area hit anything that passes through that area in a given turn.

     

    What would be the point of having archers with volley if you could just set them to be on alert status? Does volley have a longer range/do more damage?

     

    Overall, this seems like a game completely out of scope for RS. To extend on the ideas,

    • Units have movement points, varying with their type (cav/light infantry lots, heavy knights few). Each unit has a regular max range that consumes movement points, but also a sprint type move that consumes more movement points, but increases their range for a turn. Movement points regen when a unit is standing still
    • Certain units could have ammo system, namely archers and mages. A special move would be volley (longer range, heavier damage) that consumes extra ammo
    • As you mentioned before, commands would be multiturn status effects to make them less OP in burst situations.
    • To simulate unit formations, melee units could have bonuses to defence while getting charged against when standing side by side, archer volleys could be stronger when standing close, etc.

  16. @Fishing comparison: Quite true, but since all those things are released now, they could be tied in to Divination on Divination's release, right? There is no tie-in with past content at all. For relatively old skills, like runecrafting, that's not a big problem, but we're years past that and those years need to tie in somehow.

    But in-game lore wise, this skill has only recently been discovered, and as far as I can tell, you have, as the adventurer RS revolves around, just volunteered to become the leading expert in it, doubly so by being the world guardian...

     

    And no it's not like Runecrafting, because there you merely discovered the means to teleport to the Rune Essence and a shortcut to the altars...

    If I'm at the forefront of a new discipline, I'm damn well going to be using my expertise in other areas and apply the things I discovered there to the new-found things. That means I will try to capture the memories in rune essence, I will try to convert memories into familiars... as far as I know, none of that is possible right now, is it?

     

    The way I reasoned around this is that lore time obviously doesn't happen in real time and thus significant events won't happen until Jagex actually implements the content for the lore/skill progression. Thus, the game world is essentially locked in those extremely early days of divination and no actual experimentation has happened yet. It's possible that the first divination quest will involve some sort of cross over knowledge.

     

    From a gameplay point of view while it's nice to have interconnections between lots of skills to make the world feel connected and content cohesive, the reality is that a lot of people dislike skilling or at least don't have very high levels. This means that if you attempt to create niche content involving a plethora of quests, it had better better be accessible to most players in some way early on or not be overly difficult to implement (such as the last block of floors released in DG). Unfortunately, RS was designed very piecemeal from the start so far-reaching and in-depth interactions are going to be awkward at best and seen as a huge risk by investors at worst, depending on the scale of the update. Game development is now heavily driven by what they think (as misguided as they are) will best attract and retain players long enough to suck out some membership and SoF/SGS money with minimal amount of effort going into the future. A lot of the time that means shallow and unimaginative content catered to the LCD.

     

    Personally I'd love it if they just spent a full year of "We're going to fix and properly balance this entire game" by rehashing old content and retuning how skills work (because most of them suck from an actual player benefit standpoint). Of course in pure Jagex fashion, they'd have maybe 2 or 3 magnificent updates amongst 10 or so really mediocre ones and a bunch of terrible ones.

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