Everything posted by Zaaps1
-
Mother Gaia: An In-Depth Manual to Farming
Thank you : I'm not sure what you mean by "figure it out myself". If you mean without any sort of outside help, that's wrong, because I used various databases for assistance, but the actual route was planned by myself after a lot of trial and error. Yes, that's what I meant indeed. I see. Just wondering, is there any particular reason why you asked?
-
Dragonkin: After the Rise of Lucien
1) Because we killed the bosses for the Godswords they have stockpiled through the war. The armies to their best to stop us (hence their attacking), but usually we are better prepared than they are. However, wearing items of an aligned god makes that god's followers believe you are one of the generals (or other high-ranking officer) and restrain from attacking. (Let's face it, foot soldiers don't often see the faces of generals, much less get to know them outside of rumor.) 2) If you remember, the Dragonkin's power grows over the years. So if it was the strength of a level 200 monster thousands of years ago, how strong would he be now? Also consider that the power the Stone of Jas would give them when Lucien unexpectedly gives it to them (if that is to happen). 3) Whips not necessarily own godswords. On the weaker monsters, the whip is certainly better (with few exceptions such as Gargolyes), but on stronger monsters, you'd want a godsword.
-
Mother Gaia: An In-Depth Manual to Farming
Thank you : I'm not sure what you mean by "figure it out myself". If you mean without any sort of outside help, that's wrong, because I used various databases for assistance, but the actual route was planned by myself after a lot of trial and error.
-
Anyway to bring back smithing? or is it dead?
Create sets only made through smithing with either the ore and bars used being untradable, so you have to mine it and smelt it yourself, or make the set itself untradable so only the smither could use it. Imagine is Jagex made a Dragon defender that comes through smithing only and is untradable, requires 85 smithing to make. Or if Jagex makes a new untradable ore/bar, that is able of making tradable ( and useful) weaponry, such as new Arrow Tips , new Throwing Knives, or a whole new set of good armour, all with the same requeriments to make as Rune ( high leveled smithers only pl0x). People would rush to train smithing insanely :thumbsup: No. I've said this before: Untradeable armor is not the solution. What would that cause? All the people would rush to train smithing, making it even more expensive. Then they will only smith that one item they want, then abandon the skill. It doesn't bring smithing "back", it just makes it like a quest. When a quest has good rewards, you scramble to complete it, no matter how much the requirements cost. Then once you finish it, it stays done, and you never touch it again. That's what smithing would be. Assume there is a dragon defender. Would you bother to make more after you have a few? Would you bother to train smithing after that? No, you wouldn't. So it doesn't solve the problem at all. However, let's say the defender was tradeable, but the materials were hard to get and the requirements and danger were high, making it profitable. Would you bother to make more after you have a few? Let's say the higher your smithing was, the more efficiently you could make the defender (and therefore make more profit). Would you bother to train smithing after the minimum required level? Most likely, you would. Of course, there is the problem of these items never disappearing, but to be frank, with the current PvP system it won't be as bad as we remember.
-
Smash Club.
Yeah all the hacking here is pretty much small little things that don't really enhance your abilities, they just make it more fun. For the active people I guess you could just look at who has been posting.
-
Smash Club.
Welcome Ragmar! : And Gallade, that was pretty epic. Lol @ all the failed final smashes, esp. the F-Zero track owning a landmaster :lol:
-
99 rangers guide to training range and using it! newb-master
How are you collecting snape grass? Waterbirth teleports with familiars should easily do it. There are many, many ways you can make 400k per hour. It's not difficult at all. Abyss laws, nats, 2x cosmics, and deaths all make that much or more. Many slayer monsters also tend to be over 400k/hr. In addition, Aviansies and Green dragons are that much or more per hour, and you can range those as well, netting even more xp. For a member, 400k/hr is ridiculously easy for anyone to come by. And just because you can't make 400/hr (I don't know how you can't), doesn't mean other people can't. You're saying that chinchompas are only for the rich, but that is obviously not true. And you can't just ignore the cost of ammo. It's still there. If you can't put a finger on the exact cost, it's your duty to mention it at least.
-
History and Future of the RuneScape World Map
There's also a book titled "Journey to the Eastern Lands" or something of that effect. I found it in my PoH bookcase. I didn't take a closer look yet, but I thought I'd mention it.
-
Mother Gaia: An In-Depth Manual to Farming
1 Duelling ring teleport is only about 30-40 gp, if you alch them at 1 charge left. That's more than worth the time you save compared to the Broomstick. But they are worth 1.8k on the ge and usually sell immedietly :P ; whatever this is still the best guide on farming that I've read, you get a ham sandwitch. 1.8k each? In that case each teleport is only 180gp or so if you alch at 1 charge left. Thanks for the sandwich! :thumbsup:
-
Dragonkin: After the Rise of Lucien
The Lunar clan itself isn't dangerous, but the Stone of Jas was there. There's land north of Lunar Isle/Fremminick Islands areas. King Vargas says so, if I remember correctly. Apparently he likes to go adventuring toward the north. Also the Penguins are the in north, and they're a threat as well.
-
Eskemo's guide to superheating for XP and profit!
Steel requires 2 coal and 1 iron, but in your calculation for the cost you only calculated it for 1 coal and 1 iron. Huge mistake. EDIT: Also, your picture for superheating steel appears to be only coal, with no iron in the pic.
-
99 rangers guide to training range and using it! newb-master
Pretty good. Two things I would add: 1) Xp rates for your locations. It doesn't mean anything when you say "Go train at yaks", but it means the entire world when you say "Yaks are 70k range xp/hr and are the best you have at level 70". (Idk if that's really the xp/hr, btw.) 2) Reconsider your comments on chinchompas. From 80-99, it costs about 25m with greys and takes only 65 hours (roughly). That means you are spending 384k per hour, on average. Chins are about double that a SW, if I remember right (but feel free to correct me, you never stated your xp rate so I'm really not sure), so... 2 Hours of SW = 1 hour of chinchompas. That means you pay 384k to save 1 hour of work (this isn't even considering the huge hp xp you get, which SW will not). Now let's take a look: Player 1 spends 1 hour at Chinchompas and loses 384k. Then he spends 1 hour runecrafting and makes 400k. He covers the costs of the chinchompas, and he also gets more xp in hitpoints and runecrafting, and he gets 16k extra. Player 2 spends 2 hours at SW. Although he gets the same xp after those 2 hours as Player 1, he has lost money on the ammo for SW, does not have nearly as much HP xp, and gets no runecrafting xp. Of course, you could do anything in that second hour to make money. But as long as you make more than 384k in that second hour, chinchompas are the better option. And almost every member can make 384k. Collecting snape grass or whiteberries is that much...
-
Mother Gaia: An In-Depth Manual to Farming
Lol Granzi. Thanks for the replys, both of you. Glad it helped. :
-
Andylax38's 9 Lob Bursting/Barraging Guide
You guys are right. I also just did a run with a lesser magic bonus of 102, compared to the 116 from the last run (results of which I have quoted at the end of this post for comparison). Everything is exactly the same as the last run other than the equipment mention above. I also took Prossy just to test it out. I ended up only using 2-3 ppoints per lure instead of the 4-5 with Ahrims. Therefore, using Prossy lets you take half the ppots you would've needed if you didn't bring it. However, it's worth mentioned that I messed up the lures a few times (as in a melee dag go through) so sometimes I went back to retrap them, using another 1-2 ppoints with prossy. Start time: 9:40 M: 4727695 H: 12060807 Casts: 3000 0 charms 14 ppots 10:40 4841727 12120358 2488 5 b, 33 gr, 179 crim, 95 gold 13 ppots 11:40 4952696 12178244 1991 7 b, 85 gr, 353 crim, 173 gold 11.5 ppots 12:40 5071850 12249004 1440 17 b, 141 gr, 564 crim, 254 gold 10 ppots 1:55 (15 minute break for lunch) 5190176 12300952 909 25 b, 187 gr, 721 crim, 364 gold 8 ppots 2:55 5301799 12359069 409 33 b, 203 gr, 847 crim, 466 gold 7.5 ppots 3:45 (only took 50 minutes to finish up the run) 5395147 12408054 3 37 b, 251 gr, 961 crim, 524 gold 6 ppots If you translate that last run into 1 hour using proportions, you get: 3:55 5413816 12417854 -78 37 b, 261 gr, 983 crim, 582 gold 5.75 ppots First hour: 114032 magic 59551 hp 512 casts 5 b, 33 gr, 179 crim, 95 gold 1 ppot 2nd: 110969 57886 497 casts 2 b, 32 gr, 174 crim, 78 gold 1.5 ppots 3rd: 119154 70760 551 casts 10 b, 56 gr, 211 crim, 79 gold 1.5 ppots 4th: 118326 51948 531 casts 8 b, 46 gr, 157 crim, 110 gold 2 ppots 5th: 111623 58117 500 casts 8 b, 16 gr, 126 crim, 102 gold 1.5 ppots 6th (estimated based on first 50 minutes): 112017 58785 487 casts 4 b, 58 gr, 136 crim, 116 gold 1.25 ppots Averages: 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 Compare that to: Averages: 102.8k magic xp per hour 52.98k hp xp per hour 464.6 casts per hour 87.6 gold, 36.4 green, 155.8 crim, 6 blue per hour 6.8 ppot doses per hour 1 cast = 221.3 magic xp 1 cast = 114 hp xp 1 gold = 5 casts 1 green = 13 casts 1 crim = 3 casts 1 blue = 100 casts They're roughly the same, with the lesser mage bonus one being better only because I was quicker at it. So yeah, magic bonus doesn't seem to matter once it is past a certain point. [hide=From last page] [/hide]
-
Mother Gaia: An In-Depth Manual to Farming
1 Duelling ring teleport is only about 30-40 gp, if you alch them at 1 charge left. That's more than worth the time you save compared to the Broomstick.
-
Farming- another question
Economically speaking, it's not a good idea to pay for calquats. 1 payment is 8k, whereas only 1 in 10 calquats die. You'd save more money by not paying for the calquats. But you plant the poison ivy yourself, and get 100% exp instead of 90%, so i'd say its worth it. I thought it was a death rate of 1/8? Anyways, poison ivy seeds are relatively cheap, and you can even leave the bushes and not plant new ones. Doesn't make a difference. Just because you planted the thing yourself, doesn't mean it's free. You could've sold the berries for money, so you're still paying for the payment. Calquats are 40k each and each payment is 8k each. Death rate is 1/10 (1/8 would make it worse anyway). If you paid for your trees, you'd be paying 80k to save 1 seed over the course of 10 seeds. If you didn't pay, you'd just lose 40k over the course of 10 seeds. That means you are paying 80k for 1 Calquat tree. That means you are paying double for the same seed. This is pretty subjective though. I myself prefer to pay for the seeds, since I would gladly pay that extra 40k to save 1 day of farming. However, economically speaking, paying for the calquats is a bad idea.
-
Farming- another question
Economically speaking, it's not a good idea to pay for calquats. 1 payment is 8k, whereas only 1 in 10 calquats die. You'd save more money by not paying for the calquats.
-
Farming- another question
Do farm poison ivies. Do not farm allotments. Do not farm maples, yews are cheaper.
-
Mother Gaia: An In-Depth Manual to Farming
Can't really put a thumb on specifics since the prices change too much and everyone plants different seeds. I believe the average harvest of hops yields 17. Including planting xp, that's 465 xp per hop, which is really low. Bushes are double the xp, and more profit, not to mention a ton quicker to get to.
-
Andylax38's 9 Lob Bursting/Barraging Guide
I don't agree. During all of my trips, I saw 0s and splashes a fair amount of times. Now, granting I am only 88 magic, and therefore I miss more often than people with a high magic, but a miss is a miss. And as long as there are a noticeable amount of misses, any magic bonus would be helpful. You really don't need any more than 75 mage att. Just look at all the pictures in this thread for proof. I have about 70 mage att in all of my runs and I get the same amount of charms per 1k barrages as the guys in this topic who max out their mage att. You wouldn't max out your mage att for killing barrows brothers, would you? Also, the game mechanics work faster than the eye can see. While it may look like you just got hit by four 10s simultaneously, the game knows better and will teleport you out if the third 10 sends you to the danger zone I suppose you are right, but just to be sure, I'll do another test sometime in the future without the ring and see if my rates (posted on the last page) are about the same.
-
Mother Gaia: An In-Depth Manual to Farming
I'm glad it helped you! Farming is a great skill, and I hope you enjoy it :
-
Getting the adze.
Trollheim teletabs don't exist : You have 94 magic, right? Then you could go to Lunars and use Spellbook Swap after sipping a Magic Potion. It lets you use any spell on any spellbook for 1 cast. So if you need Ancients tele, swap to Ancients. If you need Trollheim, swap to normal. In addition, Lunars has its own teleports, more importantly the wilderness ones such as Ice Plateau. However, you would need to do both Lunar Diplomacy AND Dream Mentor, as well as any quests leading up to them and any skills.
-
ranger help
If you're talking about the TzHaar, to get there, go into the Karamja Volcano using the F2P entrance on the surface. Right next to the rope, there's a cave. Enter and you're in the home of the TzHaar, and you can go kill them.
-
Andylax38's 9 Lob Bursting/Barraging Guide
I don't agree. During all of my trips, I saw 0s and splashes a fair amount of times. Now, granting I am only 88 magic, and therefore I miss more often than people with a high magic, but a miss is a miss. And as long as there are a noticeable amount of misses, any magic bonus would be helpful. The only case more magic bonus would not help would be if you never hit 0s and you never splashed. Otherwise, you can't say more magic bonus doesn't help. However, if the case was that you were right, and that more magic bonus does not matter, then by using a Dstone ring (i), you could replace the more expensive gear with cheaper counterparts, right? That +6 bonus is already there, and if it doesn't make a difference, take away gear that gives +6 over the alternative. This way if you do die, you don't lose as much, and let's face it, ring of life doesn't always work. You need to be under 7-9hp for it to have any effect at all. That comes about two ways: -You take a lot of damage quickly, in which case you'd die before it worked anyway -You get down slowly, in which case...why didn't you use the teletab? I mean, if you were 95 hp, and got brought down to 30hp, you should know you are in KO range. That means you should turn to your rock lobs that are chasing you and fire a blood spell, right? If you always start a lure with 75 hp+ like recommended in the guide, you will almost always have enough reaction time to fire a blood spell and heal. There's no way you'll get brought from 75 hp down to 0 in just 1 round of combat. You have, at maximum, 4 monsters damaging you (either 4 rock lobs or a wallasalki and 3 range dags while praying melee). What could happen? 1) You take a little damage, get brought into the 50s, then take a lot of damage in an instant and die, ROL cannot save you 2) You take a lot of damage, get brough to low hp (20s, 30s), ROL does not teleport you at that high hp. You can either use a blood spell to heal into the 50s or move on without using a blood spell. In either case, ROL would be useless to save you. 3) You just get slaughtered from the start, and get killed too quick, ROL cannot save you. 4) You come out virtually unharmed, in which case ROL doesn't need to do its job. That's how I see it. Imo, I don't see an advantage of ROL. You'd either get killed too fast that it wouldn't help anyway, or you'd be brought down to low hp and given the chance to heal.
-
Limestones to 99 Construction
Fine, but how am I ruining the community? I'm telling you to not be lazy and do some of the easy stuff yourself... I think someone said earlier it was 40k xp/hour. If you used a butler, also remember you have to consider the butler's cost. They demand pay every 11 actions, I believe. (An action counts as anything you ask them to do, talking doesn't count, but having them unnote limestone would count, for example.) Don't forget that cost, as it adds up extremely quickly.