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Everything posted by Zaaps1
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Zombie Monkeys are about 5k-10k better xp per hour, and you can add a little more if you throw in a combat familiar. However, AZs will profit ~180k. Whereas Zombie Monkeys will make you lose quite a lot in prayer potions. 1 potion lasts you ~6 minutes, so you'll use 10 potions, but then consider that you'll run in there with full prayer from an altar, so it's really 9 potions. Then add in the costs of pure sets (5k per pure set) or Zamorak Brews (1.5k per Zammy Brew, which is by far the better option, tbh). You'll need 4 of each. So the Ppots cost 99k, and the pure sets cost 20k, while Zammy Brews cost 6k (note Zammy Brews also restore a bit of prayer, it's +7 points for me @ 71 prayer). So the costs of Zombie Monkeys is 105k-119k, not including the familiar, which will add in another 2-6k, depending on what you use, of course. But in reality, you're giving up ~300k to gain 10k extra xp at Zombie Monkeys. That saves you 6 minutes. If you can make 300k in 6 minutes (that's an average of 3m per hour), then good for you, go to Zombie Monkeys. But if you CAN'T, then AZs are the better option. Plus they also drop charms, which I chose not to add into the calculation, but do save you a lot of time in the long run. It depends on how you do it, if you sacrafice a little exp per hour and use the alter to get prayer back then it costs nothing to do. Doing it that way is risky since if you run out of prayer trying to get past those gorrilas then your dead. Then that makes absolutely no sense. You'd get LESS xp per hour AND LESS money per hour. If you recharge prayer upstairs, you can't get the 100k/hr rate of AZs, and you certainly won't get 180k per hour. It makes it an even worse option. On your point about slayer: I can go to Laplok/Duradel, bank, and get to my next assignment in an average of 3-5 minutes. Less if it's an easy monster to get to, but never more than 6, unless I get held up by a Random or something. Plus, at the lower levels, Slayer is great xp because the Black Mask helps a lot more at lower levels than higher levels.
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Zombie Monkeys are about 5k-10k better xp per hour, and you can add a little more if you throw in a combat familiar. However, AZs will profit ~180k. Whereas Zombie Monkeys will make you lose quite a lot in prayer potions. 1 potion lasts you ~6 minutes, so you'll use 10 potions, but then consider that you'll run in there with full prayer from an altar, so it's really 9 potions. Then add in the costs of pure sets (5k per pure set) or Zamorak Brews (1.5k per Zammy Brew, which is by far the better option, tbh). You'll need 4 of each. So the Ppots cost 99k, and the pure sets cost 20k, while Zammy Brews cost 6k (note Zammy Brews also restore a bit of prayer, it's +7 points for me @ 71 prayer). So the costs of Zombie Monkeys is 105k-119k, not including the familiar, which will add in another 2-6k, depending on what you use, of course. But in reality, you're giving up ~300k to gain 10k extra xp at Zombie Monkeys. That saves you 6 minutes. If you can make 300k in 6 minutes (that's an average of 3m per hour), then good for you, go to Zombie Monkeys. But if you CAN'T, then AZs are the better option. Plus they also drop charms, which I chose not to add into the calculation, but do save you a lot of time in the long run.
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What combination of Pouches will give me the most xp?
Zaaps1 replied to Junkmutt's topic in Help and Advice
this or just use the highest xp pouch for each charm lol This is the highest exp pouch for each charm. You can also select which pouches you will always make and which you will never make. That's great for ignoring the expensive pouches that simply aren't worth the time and effort (like, say, Praying Mantis vs. Granite Lobster). -
Is there any non-expensive way to train Prayer?
Zaaps1 replied to MstrMonopoly's topic in Help and Advice
Something a lot of people forget is killing Ghasts. You get 30 prayer xp per kill, which isn't a whole lot. But you can kill quite a lot of them, since they are so weak. I have no idea if this is a viable method or not. I've never tried it. It's always been Gilded altar w/ d bones for me, maybe the occasional wyvern bone. However, I'd say it's worth a least a shot. You never know. Many of the "secret" training places that we all now know (such as Skeleton Monkeys, Armored Zombies, and Bandits) were the result of people thinking outside the box and exploring every dusty corner. Why not give this a try? -
If Priffdinias is being opened, we better keep our eyes of the Wise Old Man too. He has his eyes set on the crystal city. He's planning to break into the city and seal some of the knowledge held in the city's "Undercity". The plot: "Local concerns" may be a coverup, that's fairly obvious. It could also mean local as in the entire world if you want to look at it relatively. And of course:
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I'd like to know that as well. The grand exchange database on the Runescape Website. Some people could see them, and others couldn't. I guess I'm one of those who can't. :|
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I'd like to know that as well.
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[Updated 9 Dec] Reviving Smithing : Divinite
Zaaps1 replied to Zaaps1's topic in RuneScape Suggestions
Was thinking more of a: -
Jagex Olympics?
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Chasing Perfection: Jagex's Quest for a PvP Utopia
Zaaps1 replied to Zaaps1's topic in General Discussion
It's Jagex. Making complicated rules for no other reason than to annoy and infuriate people? Well that's simply a British pastime. Try getting insurance on a car in England. Then you'll understand. Lol. Although I'm sure Jagex wants this over as much as we do, unless they find this funny :| -
[Updated 9 Dec] Reviving Smithing : Divinite
Zaaps1 replied to Zaaps1's topic in RuneScape Suggestions
Thanks! :thumbsup: Many of the ideas added were provided by Archimage_a, btw. Do you need some new weapons or whatever? I'm quite interested in this and maybe I'll help you create some weapons with interesting and more original special attacks/attributes. I'm sure it'll help! : I was thinking about reconsidering the weapon lineup, actually, so they fit better with the "Divine" theme. What I mean are like weapons from mythology, etc. -
We know who the desert gods are and we know bits and peices about the smaller demi-gods, but we no nothing in particular about The original desert god, Tumeken, other than how he made the other desert gods. Namely he married the water spirit Elindis and made her a god and father Ithcalirn and Amascut (the Devourer). Then went on to creat Het, Apmeken, Crondis and Scarabas. When you truely get down to it we know general stuff about all the gods, but the only ones we know a fair bit about are the ones who did not start off as gods, or we're fathered by gods. We know most about Zamorak, Elindis, Icthlarin, Amascut and Scarabas specifically as people. But we know general details about Bandos, Zaros, Saradomin, Armadyl, Het, Apmeken, Crondis, Tumeken and Guthix I'd say we know a fair bit about Guthix from WGS, Tears of Guthix, Juna, and Meeting History.
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[Updated 9 Dec] Reviving Smithing : Divinite
Zaaps1 replied to Zaaps1's topic in RuneScape Suggestions
Thanks! :thumbsup: Many of the ideas added were provided by Archimage_a, btw. -
[Updated 9 Dec] Reviving Smithing : Divinite
Zaaps1 replied to Zaaps1's topic in RuneScape Suggestions
Note it's no longer high level smiths. Level 50 miners and smithers can mine and smelt the ore. The Quest requirement insures that there's not too much of an overflow. -
Chasing Perfection: Jagex's Quest for a PvP Utopia
Zaaps1 replied to Zaaps1's topic in General Discussion
Yeah that frustrates me. Once a week I'll come across a lengthy post that I could easily see as being a Times article. :lol: Serious guys, if you ever write out an idea for a thread and it turns up pretty long, I bet it could easily be made into a Tip.It Times article. PM it to us! If it doesn't get used as an article you can turn it into a thread... I was considering it, but I guess it's too late? It would lose its touch, I think. -
Your SC guide link goes to an off-site forum that you need to register for in order to see.
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Not that I know of, I've yet to even start it, But I doubt it. They did not.
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Chasing Perfection: Jagex's Quest for a PvP Utopia
Zaaps1 replied to Zaaps1's topic in General Discussion
There are already two things that do that. Clan Wars FFA and the Duel Arena. -
Chasing Perfection: Jagex's Quest for a PvP Utopia
Zaaps1 replied to Zaaps1's topic in General Discussion
This is exactly what we want to avoid. This is exactly what has landed us in this hole in the first place. When Jagex ended the old wilderness, RWT was gone. Now their job is to make a replace that is as much like the old wild as possible. Their goal is to rebuild, not to reinforce. Rebuild PvP, not reinforce anti-RWT. We don't need any RWT rules. We don't need restrictions on loot based on QP to "stop" RWT. At this point, you just need to keep it simple. Trying to completely stamp out RWT will end you, well, where we are now. RWT is one of the inevitables you cannot completely stop. But we've burnt down so much of it, we don't need to work on it anymore. So as long as the new system doesn't INVITE RWT, we can leave this topic alone. No need to restrict it even further, and by doing so, make the system more and more complex. Simplicity and mirroring is the key. Mirror the old wild as best you can, and keep it as simple as you can. For example: Keep the auto-skull system, but remove everything else and make everything how it was pre-RWT updates. Now, when someone dies, they lose their most valuable item automatically, and you get whatever is left. In addition, if you are not risking a certain amount (not including your most valuable item), you can only attack other people who risk under that amount. There, 2 simple rules. So if someone had an AGS and the rest basic pking gear (like Barrows, fury, skillcape, etc.), when he dies, he loses everything. The AGS is permanently gone, but everything else (all the equipment and inventory) is for the pker's taking. And it does not allow RWT because RWT'ers would have to make AT LEAST double the cash. Say you wanted to transfer 5m. You'd have to buy 2 items worth 5m. One would be lost, and the other is given to the buyer. RWT'ers efficiency is more than halved. They need double the time, but in that extra time they have more chances to get caught. I'm sure there are holes and that's not a realistic model. But I'm just given an example. 2 simple rules and mirrored as best as possible. That's the ideal system. -
I think the type of log doesn't matter? Sure...make whatever log you want...but you'd be an idiot to make anything other than mahogany. Everything else loses too much money.
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Best log is mahogany. You can do 1 inventory of logs (25) in ~55 seconds resulting in 145k magic xp per hour. You can easily figure out the price yourself, although it's around 600gp loss/cast atm. It can be much cheaper at other times.
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Chasing Perfection: Jagex's Quest for a PvP Utopia
Zaaps1 replied to Zaaps1's topic in General Discussion
Yes, that's another major problem. Jagex is taking the advice of people who don't necessarily care about the system. -
What does excessively mean? Also what do you mean by last line? Spamming is a reportable offense. I don't think there's a number set in stone, so report at your discretion and with good judgment.
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this was all that was needed in this thread tbh \ I agree. Why isn't this the case? Imo, the best system would be: Something similar to EP, but not at all based on the time you spend in a hotspot. Your EP would go up on a basis of fighting and damage dealt to other players, as well as deaths and kill from other players (any damage/kills/deaths from NPCs do not count). Then, when you do kill someone, you can receive only as much as they were carrying, or less. The amount you receive is proportional to the EP. So the higher EP = the more likely you are to get more money. However, this reward can never go above the opponent's risked wealth. Problems solved: -You can't simply gain EP by skilling or standing around. You have to actually participate in combat. Sure you and a friend could keep attacking each other, but you can't kill each other, because then you'd get less rewards since your EP would go down. So that means you have to keep attacking each other and healing, but even then after 5 minutes anyone can PJ you. Also, since you gain EP by dying or by dealing damage, bolting and low level weapons (like bronze daggers) would not work since you do not get EP by being in combat. You have to deal damage. More damage = faster EP. So in summary: -You can only get EP by dealing damage or by dying -You can only get drops equal to, or less than, what your opponent risked. The higher EP increases your chances of getting greater rewards I think it'll work pretty well. But honestly, I don't know why they didn't add that in the first place (referring to the quote). Y wouldn't two ppl just keep killing each other to gain EP?.....u die u gain EP...u damage u gain EP...... Because when you kill someone, you lose the EP you gain.
