Everything posted by Zaaps1
-
berserk ring +8 str
300 Rank required. If you did Fast MA, you'd get roughly 12 rank per hour and an average of 8k reward points per game if you invested 10k in each game AND did everything you're supposed to (10 actions, cannon at 26, etc.). Zerker I is amazing, however I recommend getting the Warrior I as well. Is some cases, you need it more than the zerker.
-
How to: 80 Mining, Hunter and Summoning + 85 Agility
Powermining is the best way to train mining, hands down. Any other way is a waste of time. Yes, you'd make a few hundred k profit if you mined all the ores then superheated them, but the HOURS of extra time you save by powermining more than make up for that. Here's an example, if I spend 1 hour mining mith and 2 hours mining coal, I'd have 800 coal and 200 mith ores. In another 10-15 minutes, you'd smelt all that into 200 mithril bars. That's 3 hours and 15 minutes of time. What did you gain? 56k total mining xp from the coal/mith, 10k magic xp, and 6k smithing xp, as well as about 200k in mithril bars (resulting in a total 150k profit after you subtract nature rune costs). Magic xp is worth roughly 4gp/xp, varying greatly depending on method, but 4gp/xp is typical. So you get 40k gp worth of magic xp. Smithing xp is worth roughly 6gp/xp, so you get 36k gp worth of smithing xp. So add those to the profits you make. In total, by mining and superheating ores, you get 56k xp and 226k in profits for 3 hours and 15 minutes of your time (not including world hopping for the ores). What if I spend 3 hours and 15 minutes powermining granite? You'd get roughly 195k mining xp. Sure you don't get the profit, but maybe you do? What if you spend 2 hours and 15 minutes powermining and the last hour making money? You'd get 136k mining xp + the profits of whatever you did for the last hour. A typical member can easily make 300-400k per hour. Someone with his stats should be making over 500k per hour on average, or 1m per hour average if he hunts boss monsters. Tricking is roughly 800k per hour. That means in 3 hours and 15 minutes of time, he can get 136k mining xp and 500k+ gp, plus the xp from whatever the moneymaker gave (for example if he runecrafted, he would've gotten roughly 25k runecrafting xp, which is worth half an hour at ZMI, which is another 250k profit). So, if you didn't powermine, you'd get 56k mining xp and 226k profit. If you did powermine, then spent 1 hour making money, you'd get 136k mining xp, 500k+ profit + bonus xp in the SAME AMOUNT OF TIME. As you can see, powermining is much more efficient. It's a much similar story in f2p, but powermining is only marginally better, as opposed to being insanely better as mentioned above.
-
Looks lol
I would say Wizzy Robes (g). Don't underestimate the basic clothing though! Sometimes it is all you need. Play around with them a bit and you might find something you really like.
-
How to: 80 Mining, Hunter and Summoning + 85 Agility
Also, do not use your blue charms! Save them for 89 (Geysers) or 79 (Moss Titans) at least. Anything before then is not worth making.
-
Combat and Slayer Questions
Average is between 26k and 30k slayer xp/hour. Of course, you can cancel the slower tasks (2 Duradel tasks = 1 cancel, and every 10 tasks you can cancel 2 more for "free") and block the absolutely terrible ones. Those numbers are assuming you Piety/Superhuman Strength every task and cannon whenever possible, even in single combat. They are also assuming maxed stats with no competition in full worlds. Also not Aquanites are not on the list, but they are approximately 20k per hour. If you block Greaters, Aquas, Irons, and Steels, then cancel Wyverns, Nechs, WFS, Black Dragons, Mithrils and Hellhounds, you would average 41k per hour, if you get the rest of the tasks at a random rate and are not caught in a loop. You must also consider the cannon. It gives ranged xp, but only 2xp/damage instead of the usual 4, and with no hp xp. Although I would say you definitely would max out melee, I can't say how much hp or ranged xp you'll get. 13.2M xp is 99 slayer, so you might need to go a bit over 99 slayer to get all the charms for 99 summoning. However, considering that you aren't 1 slayer and aren't 1 summoning, I'd say you should make it. Here is a list of the summoning xp per hour you get on all Duradel tasks: Note some tasks do not give charms and some tasks drop them too rarely to be accounted for. Also, the xp you get varies greatly depending on what pouch you are crafting. EDIT: You should know that all of the above are RATES. For example, while Scarabites are at a rate of 50k per hour, the task really lasts only about 7 minutes. If you got enough Scarabite tasks to last an hour, then you'd get 50k slayer xp in that hour. But in those 7 minutes, you're going at a 50k slayer xp/hr RATE.
-
Herblore
How are you not saving money? 1 Ranarr seed = 46k. 1 Seed = 6 Ranarrs on Avg. 6 Rannars = 70k. 6 Snapegrass + Vials of water = 4k. If you sell the Prayer Potion(3)'s for max (which is now possible, it sells instantly at max) you get 64k. You end up making a profit of 18k for each seed. How is that not saving money? Thats pure profit. #-o First off you have to ignore the fact that you can sell them at max. That won't last long because of merch clans. It's an unnatural occurance because they are being manipulated. Normally, they sell around mid price, which is what we should base it on. If 1 ranarr seed is 46k and you get 6.5 on average (average is 7, but taking into account deaths it's 6.5) you get 32 herbs per 5 patches. If you sold those 32 herbs, you'd get about 350k. If you made them into potions, you'd need about 23k in supplies (snape grass/vials). You could then sell the Prayer Potions for 9k each (the normal pricing) for 288k. Minus supplies and that's 265k. You notice how you could've had 85k more if you simply sold the ranarrs instead of making them into potions? While you still profit in the long run, you just "paid" 85k for making those 32 prayer potions. While you never put 85k into the Grand Exchange, you are paying in potential money and therefore you still pay to train herblore. And of course, you need to add 230k for the final number for the seeds. So you really don't even profit 265k. You profit 35k, and that's not from herblore, that's from farming. Since you are paying 85k for make 32 ppots, you are paying 2.6k to make 1 ppot. What if you bought the ranarrs? You'd pay 350k for the 32 herbs. Then you'd buy the other supplies for 23k. You mix the pots, then sell them all back for 288k. 350k + 23k - 288k = 85k. You paid 85k to train herblore using 32 ppots. That's 2.6k to make 1 ppot. You see? It's no different. Turning your farmed herbs into potions to make profit is a false illusion. You still pay for the herbs. 1. Prayer pots are only in high demand because they are being manipulated. 2. Gathering the herb yourself is extremely inefficient. You won't get many herbs per hour. Gathering the seconds may be viable, but it also takes a huge dent in your time. In both cases more almost every player, it's better to just buy the supplies, then use the time you saved to make the money back with your best moneymaker. For example, if I could get 1.2k of a second per hour that was worth 400 gp each, I'd get 480k right? I could subtract that 480k from my costs. However, if I simply bought the seconds, I'd save an hour of time. I could then use that hour to make a lot more than 480k. So in the long run, buying the seconds is more efficient than gathering them myself. Of course, if I could not make 480k per hour, then collecting them is the best idea. Same goes with herbs, if I could get 30 ranarrs per hour, that's like 330k. If I bought them all, I'd save an hour. If I can make 330k per hour, it's more efficient to buy the ranarrs. (Not considering that to get 30 ranarrs/hour you'd have to cannon, costing another 250k. Therefore, you need to make over 80k per hour to make buying ranarrs worth it. F2P can make that much...)
-
Mother Gaia: An In-Depth Manual to Farming
Thank you! :thumbsup:
-
88 Summoning
For me (81-88 summoning, but 80-81 was from penguins as was the last 69k xp for 87-88), it cost me 6.5m in shards alone. I made Moss Giants, Granite Lobsters, Fruit Bats, and Barker Toads. (For Hydras, you are spending another 1k per charm for a 50 boost in xp, it didn't seem worth it imo, and the same reason is why I didn't use Swamp Titans. It's a lot better to spend that extra hour getting more crimsons than to spend 3m more on 2nds.) The Earth Tallys cost me about 1.6m, the Swamp Toads about 1.4m, the Granite and Bananas both cost me under 500k, if I remember right. I had ~550 blues, 1.4k greens, 4k crims, and 3.4k golds. I used a Kyatt, of course, and was able to maintain a pace of over 3k pouches/hr. I also turned the Titan pouches into Scrolls. I think it's worth more and easier to sell. You should make the Granite Lobsters last. The pouches are the easiest to sell out of all of them, selling instantly at max every time I have sold them. Even Moss Titans take a few hours to sell. Use this to calculate the exact amount of shards you need (including trade-ins and exactly when to trade-in) and the total cost you need for 2nds (although you will need to adjust which pouches you want to use. It will assume you always use the highest pouch you can, with a few exceptions such as Talon Beasts. This isn't the case. Also, you need to enter 2nd costs manually).
-
Herblore
I was not directing the post specifically at you. Sure killing abby specs for herbs or farming the herbs will give you xp. But is it worth the insanely slower speed? If I cannoned Ab Specs for 30 mins, I could expect maybe 10 ranarrs. That means you'd get about 20 ranarrs per hour. If you farmed herbs, you'd get another 25 herbs per hour (in reality, you'd get 30 herbs per 75 minutes). That's 45 herbs per hour, minus the cost of the ranarr seeds and supplies to cannon the ab specs. No, it's a much better idea to buy the herbs, then either sell the herbs you farm and turn them into potions as well if it's the same herb you're buying. I think you misunderstand my point on Snape Grass. You aren't collecting it then banking it. You are going there with unfinished ranarr potions, picking up the snape grass, and mixing the prayer potions on the spot, while waiting for the snape grass to respawn. It's only a bit slower than mixing them yourself, and you essentially get free snape grass.
-
How many chins?
viewtopic.php?f=103&t=785110 Should be getting 216 xp per red chin and 162 xp per grey chin at 75 ranged. This, of course, will increase as your level does, but use that number for safe calculations. You can always sell make the 200 or so extra chins.
-
Dust Runes
Yep, that is viable. Was this a recent change? It wasn't always possible... It's always been possible for as long as I remember. You might be thinking of charging House Portals (like the Kharyll Portal), in which case it is NOT possible to use staves.
-
Farming Booster.
In Varrock Diary, I used a Stranger Plant to boost and it worked. I also drank a Dwarven Stout to smith the addy med and it also worked. So if Jagex is consistent in their Diaries, then yes, it should work.
-
Herblore
Do not turn your herbs from farming into potions. It's a false illusion of herblore being cheap or free. If you farmed snaps and made Super Restores, you'd spend the same amount of money in the end compared to if you bought the snaps. So if you are farming Ranarrs and go turn them into Prayer Potions, know that you aren't saving any money. That being said, there is a technique for making ppots that can save you quite a lot of money at a small cost in speed. If you have Fremmy Boots 3 and set your Lyre destination to Waterbirth, you can teleport there with 1 lyre and 26 unf ranarr pots. Then run to the South-west corner and collect the snape grass and add it to the ranarr potion, 1 by 1 (you can also do it in 3s, but that is the max, otherwise the snape grass respawns too quickly).
-
Farming Booster.
Garden Pie, Compost Mound, Stranger Plant, Cider, evil stew, and Dreadfowl can all do it.
-
Collecting Charms with no combat xp?
There isn't. The only way you can level summoning without gaining any xp in other combat skills would be Penguins and lamps/quest xp. Dorg chests require Death to the Dorgshuun, which gives Ranged xp. However, it is only 2k ranged xp. That'll take you to about level 15 or so. You can choose to ignore it, but it's still there. SW, as mentioned, require a combat of 50. I lied. There IS a way, but it's extremely slow and not worth the effort. You could kill monsters using Recoils/friend with Vengeance Other, healing with Brews, wines, or cakes. You would kill the monster and therefore receive the drop, and you will not gain any combat xp if you do not retaliate. But this is really slow. It takes like 2 minutes to kill a single monster, and when the drop rate of low level monsters is as low as it is, you are looking at like 5-10 charms per hour, most of them probably gold. You could also have friends weaken them to half health and use recoils/Veng to finish it off. But if you're doing that you might as well do Lootshare, am I right?
-
collecting Green and red charms ?
Rock Lobsters. My data w/ smoke barrage: 114k magic xp/hr 59.5k hp xp/hr 513 casts/hr 6 blue/hr 40 green/hr 163 crim/hr 96 gold/hr 1.45 ppots/hr = ~6 doses/hr 1 cast = 222 magic xp 1 cast = 115 hp xp 1 blue = 85.5 casts 1 green = 12.825 casts 1 crim = 3.15 casts 1 gold = 5.34 casts As you can see, you get 40 green and 163 crimsons per hour. You could potentially get more, since you can cast 550 casts per hour while I only got 513. Normally I would tell people that greens are not worth getting, but I have a feeling you know that. You aren't getting them for training are you? Unicorns maybe? The best alternative to Rock Lobsters would be (imo) slayer, or slayer monsters specifically. You could go to Bloodvelds (mutated drop more gold than green, so kill regular velds) for greens. You could go to Abbysals, Nechs, Wyverns, Dusties, or Black Demons for crimsons. Spend an hour at each and you'll get about 60 crims and greens, probably more.
-
Getting 94 Magic w/ Lunar Magicks
Yes, looks good to me.
-
The slightest of advantages.
But there are also disadvantages. For one thing, your mouse has a much bigger journey when you want to switch weapons, etc.
-
Draco's Cool Suggestions (AMG UPDATED!)
You misunderstand. This does not give additional inventory spots. This is, in a nutshell, a way to withdraw selected items quickly. Instead of having to spend 1-2 minutes at a bank, withdrawing stuff, making sure you have everything, etc. you can do it all in one click. Good for multi-taskers (i.e. farming, MTK, and slaying all at the same time.) Thanks for correcting me. I suppose it would be pretty useful then. But again, why not just use tabs? Plus for many activities, you use the same item for than once (ex. fury or slayer mask).
-
Familiars at Abberant Spectres
When I cannon tasks, My War Tortoise usually makes it through with low health. Very useful since you can take 18 extra ranarrs/kwuarms per trip
-
Cooking Brawling Gloves
Imo, if you have a low level wilderness teleport on ancients or lunar, use it. Tele there, run a little bit to get away from the telespot, then start cooking. Teleport to Edge or somewhere to bank.
-
Draco's Cool Suggestions (AMG UPDATED!)
- Chinning At Ape Atoll
Hey, I'm going to be doing the same thing : I did one run before, and it seems to me the best way to do this is just to chin the first 4 skeles. As you kill them, you get more. As you get more, they seem to arrange themselves into boxes automatically. You'll find you're chinning at 7 or 8 in no time.- Getting 94 Magic w/ Lunar Magicks
There is no argument. The most efficient way to train magic is Barraging Rock Lobsters (Smoke Barrage for you). This is because the charms you get are worth a lot as well as the HP xp. Here my data for smoke barrage: 114k magic xp/hr 59.5k hp xp/hr 513 casts/hr 6 blue/hr 40 green/hr 163 crim/hr 96 gold/hr 1.45 ppots/hr = ~6 doses/hr 1 cast = 222 magic xp 1 cast = 115 hp xp 1 blue = 85.5 casts 1 green = 12.825 casts 1 crim = 3.15 casts 1 gold = 5.34 casts Plankmake is about 145k per hour at its best, and 130-140k is a more practical number So Plankmake is roughly 20% faster. That means every 5 hours of Plankmake, you save 1 hour compared to if you barraged rock lobs. However, that does not take into account the charms or hp xp. The hp xp is worth 1 hour at SW or PC. That alone makes the two roughly equal. 4 golds = 1 crim, 3 greens = 1 crim, .3 blue = 1 crim, generally. So that means in 1 hour you get 218 crimsons of xp. Compare this to Waterfiends, where you only get 110 crimsons of xp. That means you save about 2 hours at Waterfiends for the charms. You will need to calculate costs yourself, since they are very quick to change for Plankmake. They can easily go to being even more expensive than Barraging, so watch out. In summary, if you did Plankmake, in 5 hours you'd get 5 hours of magic xp. However, if you did Rock Lobsters, you'd get 4 hours of magic xp, 1 hour of hp xp, and 2 hours of summoning xp. Rock Lobsters are clearly the better option. Yes, it is expensive. Each trip costs roughly 4m, but lasts roughly 6 hours. That's a small price to pay to save 12 hours of time.- Best f2p money making skills?
I wouldn't be so sure. I used to be able to get 1 invent/hr, but nowadays that's extremely hard. I could get maybe half an inventory, making it the same as GoP, but much riskier. Although if you play when not many other people were on, you could still get 1 invent/hr, which is about 300k. - Chinning At Ape Atoll
Important Information
By using this site, you agree to our Terms of Use.