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All_Bogs

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Posts posted by All_Bogs

  1. Dell rubbish? I know their reputation is so-so in the desktop computer area, but from what I've gathered, their XPS line of laptops is actually quite decent. Peter uses one and he's quite pleased with it as far as I could tell. Keep in mind that Alienware belongs to Dell, too. I wouldn't recommend buying an Alienware laptop though - they're a tad overpriced for the hardware you're getting. Unless you are specifically eyeing the 11 inch one, and having such a small laptop with that kind of power is as unique as the Dell website claims it is :P

     

    Mearly posting this up as I am looking to sell my desktop computer and move to a gaming laptop. I have a budget of like £700 so if I can have some good suggestions for £700 or cheaper that would be great! :D

     

    Cheers guys! icon_thumbs.gif

     

    Are you really sure you actually want a gaming laptop, though? I mean, for 700 pounds you could easily build a desktop rig that has something decent like a GTX 560 Ti powering its graphics. Currently, even powerful mobile graphics cards like the GTX 580M aren't quite as powerful as a modest desktop performance graphics card, let alone those that you can buy for 700 pounds. Also, will you be lugging your laptop around often? If so, going for a 17 inch or even a 15.6 inch model may end up being a pain in the behind, which is unfortunate, as it is those laptops that having the gaming power you'd likely want. The 540m that comes with the m11x will let you run games, sure, but don't expect super high detail settings and the likes.

     

    If you can wait a little bit, I'd recommend to look for a good deal that comes with the new GT 650m. It's a mainstream graphics card, so it'll be available in laptops that don't carry the $300 "gaming laptop" premium, yet it still outperforms last generation's GTX 560m (which is an actual gaming card, so to speak). If you want one now, shooting for a GT 555m is likely the best you can do given your budget. It's hard to recommend anything concrete without really knowing what you're expecting your laptop to be capable of, though.

  2. Hey IntrepidX, welcome to the forums! I really like your suggestion. As Kimberly mentioned, the easiest solution would be to have the calculators tell you how many morphic tools you will go through if you indicate that you are using one. However, this would require adjustments to the calculator back-end, which is currently undergoing serious maintenance, so it will be a while before such a feature will appear.

     

    Another problem is that we don't appear to know for exactly how much XP a morphic tool will last. Our items database pages and the Stealing Creation guide use vague terms such as "It lasts for a certain amount of xp gained", which makes it difficult to actually do any calculations. As a result, we'd have to do some research first before we can calculate anything whatsoever.

  3. That's settled then :)

     

    @Sy, we actually discussed this in chat some time ago. Some skills have certain methods that award XP values that have more than one decimal place, such as Constitution which I think gives 0.1333 repeating XP per damage inflicted. However, before this is added to your Constitution XP tally, the calculated value simply gets truncated to something with only one decimal place.

     

    We actually did list a few bows as giving .25 XP for cutting the bow and adding the string up until recently, but as it turns out, cutting and stringing gave .3 and .2 XP respectively, which means that the exact XP division isn't exactly 50/50 for those bows. Pretty strong evidence towards XP values only having a single decimal place I'd say.

  4. Hey Jakewatkins, thank you for your submission :)

     

    For stuff like cutting ivy, there is only one decimal place in the XP value. If we claim that the decimal value is .5, then you should never get a sequence of "333 333 332" because it should alternate every time. I think you may be on to something here.

     

    Since there's only one decimal place, simply cutting 10 Ivy and dividing the total amount of experience you get for that by 10 should result in the exact XP value that you receive for cutting a single ivy.

  5. Submitted by website user Pushee. Leaving this here ...

     

    You need to add some form of truncate function (cuts off the decimal) to the following equation on the Pest Control Calculator. I believe the Javascript function is "floor()".

     

    var xpPerPoint = Math.floor(((curLvl * curLvl) / 600) * data[skill][4]) * bonus); // Points per ticket for the theoretical level

    var xpPerPoint = Math.floor((floor((curLvl * curLvl) / 600) * data[skill][4]) * bonus); // Points per ticket for the theoretical level

     

    Because when I'm level 34, your equation say that I'm getting 67xp per point. Which then tells me I need 33 points to level up to 35, But in reality, I need 62.

     

    34 * 34 = 1156 / 600 = 1.926 * 35 = 67

    Where as... 34 * 34 = 1156 / 600 = 1.926 -> floor() = 1 * 35 = 35

     

     

    A week or two ago I submitted a correction for the Pest Control Calculator. You guys did not put the Math.floor command in the right spot' date=' so it's still not working properly. Every level from 25 to 34 will earn the player 35xp per point (disregarding bonus), not 67xp for level 34. Please note the placements of the parenthesis () in the code below!

     

    Current code: Line 287: var xpPerPoint = Math.floor((((curLvl * curLvl) / 600) * data[skill'][4]) * bonus); // Points per ticket for the theoretical level

    Needs to be: var xpPerPoint = ((Math.floor((curLvl * curLvl) / 600) * data[skill][4]) * bonus); // Points per ticket for the theoretical level

  6. As for the point about planting being a small amount, that may be a good ground for leaving it out in terms of an individual option (though personally I'd opt for completeness) and the same could be applied to picking xp. However, there is definite grounds for having health check as a stand alone entry; after all a tree run, especially in the context of bxpw, is likely to involve just checking, no planting or picking.

     

    Thing is, in the grand scheme of things, nobody's going to go and plant 5072 trees for their next level without checking their health ever. While having a complete list of all XP values for all things farming would be nice, it is not the main goal of the farming calculator and planner, and adding clutter does decrease usability.

     

    You're definitely right about having an option for just the health check. I'll add those momentarily :)

  7. Good sir!

     

    The "pick 6" merely means that you're picking six pieces of fruit from your tree, which is the amount of fruit your freshly grown tree will carry. It doesn't mean that you'll be planting, checking up on and then raiding six different trees. I see your point on not being able to use only the planting XP, but since that amount is so tiny next to the amount of XP you get for checking up on the tree, I figured there'd be little harm in leaving it out.

     

    I do like the idea involving check-boxes. Farming is quite different from your average skill, so it probably wouldn't hurt to make some adjustments to the calculator such that it better fits the skill. There are currently other calculator projects going on (including a new feature that'll make calcuting with BXPW values a possibility) so it'll probably be some time before you see any changes, though.

  8. For the time being, I simply removed the 20 XP for (manually) creating the molten glass. This seemed most intuitive. I'm still unsure on how to best add options for melting the glass yourself - adding two more options for both manually creating molten glass and using supermake glass creates quite the mess, especially in the "glassblowing" category. I'm sure you'll see some changes in the future though. Thanks again :thumbsup:

  9. Yeah, that list is pretty flawed. It seems to be polluted by drops that were possible just after the update, but have since been corrected, such as 10,000+ pure essence and 100 torstol. In addition, it just dumps everything into one giant table, while there's multiple in the actual game. For example, a Hobgoblin could in theory drop a dragon square half, but never a dragon helmet.

  10. Hey there, welcome to the forums and thank you for your submission :)

     

    Many monsters do have a chance of randomly dropping rather valuable stuff, though it is quite rare, especially for something as harmless as a flesh crawler (see here for a rough overview, we're still fleshing this out). Since you didn't make a screenshot, I've added your drop as unconfirmed for the time being. Thanks again :)

  11. Thank you for your submission :)

     

    I have removed the regular ashes from the greater demon's drop list. As you mentioned, those are probably a left-over from yesteryear. In addition, I have also removed the rune chainbody from the list - another user had previously mentioned not getting one over the course of many many kills as well.

     

    I believe that the rune kiteshield actually is on the rare drop table. It just has a nonsensically low drop rate, so it is rarely ever seen. That said, the rune scimitar and rune mace are not, and I don't recall greater demons dropping those at all. I'll mark them as unconfirmed, for the time being, and see if we can gather some more feedback on those. I'll also make a note on the coin drop. Thanks again :)

  12. Thank you for your submission :)

     

    He definitely seems to be missing. This really confuses me. The fact that the other two instances of Sigmund have the -2- and -3- label seems to imply that a page labelled -1- existed at some point. I'll go ahead and move this to the Quests subforum, so that we can take care of it when a Crewbie next does this quest. Thanks again :)

  13. Our calculator is based on Obliv' formula which can be found here: [qfc]154-155-606-6079805[/qfc]

     

    Taking a look at it, it would seem that the Void bonus is also factored into your base damage. It influences your effective ranged level, and isn't just a 20% modifier tacked on afterwards. It is unlikely that this will multiply the +100 bonus damage from flail skill. Furthermore, it would seem most logical that the +100 is applied completely afterwards. If the formula were ...

     

    (base damage * void bonus + 100) * 1.5

     

    ... and you rolled a 0 for base damage, you'd end up doing 150 damage minimum, after all. RuneScape Wiki claims that each level of flail skill adds +10 to your minimum hit and then "refers" to a topic on the RSOF which states nothing of the sort - the JMod there merely claims that "the blisterwood weapons receive a very slight damage increase depending on how many vyrewatch corpses you have cremated". I'm taking that with a grain of salt. I couldn't find anything about blisterwood weaponry doing 50% bonus damage, either.

     

    To me, it seems most logical that the damage increase works in a similar fashion to the Ivandis flail. That is, every time you increase your flail skill, the stakes' ranged strength is increased a little bit. The +100 thing could be explained by the fact that blisterwood is just that awesome and simply adds bonus damage. If people do hit for less than 100 with blisterwood weaponry, maybe the bonus scales with flail skill as well. At this point it's hard to tell. Entering a strength value of 62 (12 + 50 from the 10 flail skill-ups) and then using 99 Ranged + Eagle Eye + Void merely leads to a maximum hit of 355, so that doesn't explain it unfortunately.

     

    I have an entire 1 Vyres killed myself, so if I every end up doing the quest I'll be sure to investigate.

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