Everything posted by Zaaps1
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Farming
You could fairy ring there? AJR takes you what? 5-10 squares farther away than Kyatt? Plus I'd imagine the profit of the herbs would far outweigh the cost of a kyatt.
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Poor treasure trail rewards.
Making one in your house would be faster anyway :| You can only make Watches and Sextants. There's no way to make a chart.
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Poor treasure trail rewards.
I can't even do clues because the observatory professor isn't at the observatory and therefore I can't retrieve my chart. Gf Jagex.
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Farming
I think you are a little mislead. Here, let me explain. Farming can make a lot of wealth. Seeds don't always cost too much, and deaths are only 1/9, or 0/9 if you pay the farmer, if possible While trees are the best xp, a run of snaps gives ~4k xp, which adds up over time. (Equal to ~1 maple tree, and you profit, not loss). I agree though, while you say trees are a money sink. It's why I put 99 farming on hold. One snapdragon seed is currently 48k. 1 snapdragon herb is currently 11k. You'll average 7 herbs per patch. So if you planted 9 patches, you should expect 63 herbs. However, 1 in 9 patches die, so it's really only 56 herbs. Now let's see. 9 snap seeds is 432k. 56 snap herbs are 616k. So if you farm 9 patches, you should expect about 184k in profits, even though one patch dies. And remember that 9 patches takes only 10 minutes. However, in reality, you'd get to 10 patches in 10 minutes of effort (1 run = 5 patches = 5 minutes, so just double everything). So 10 patches yields 70 herbs. However, ~11.1% of those will die. So you'd actually get ~62.23 herbs. That's 684,530 gp. All the seeds cost 480k. That's a profit of 204530 in just 10 minutes, including deaths. So in one hour of time (12 runs), you will make 1.2m, and you'll also have ~48k farming xp to boot. Compare that to PAYING ~400k for that same xp (palms/maples). Feel free to do the math again yourself. But deaths ARE 1/9, and the AVERAGE (if living) is 7. Doubt your playing the same game as I. My game called Runescape goes like this. Each trip to all 5 allotments yields between 20-30 herbs, 5 on average per seed. That includes death and bonus yields. Is as simple as that, don't talk to me about death rates or bonuses because you don't know what the true values were coded at. I simply count whats in my bank and its in that range every stinking time. ... Um, no. 5 per seed is the MINIMUM. On average, it's more like 7. I've been farming snaps for a long time. I farm them 20 seeds at a time before I go to the GE again. I've been consistently getting 130s. You do the division, it's 6.75, which is accurate once you consider that 1/9 will die. Once you factor that in, the average IS 7, if you round down. And I'm pretty sure you don't know the exact values that were coded in either, so don't bring that up. Don't say I'm making stuff up if your argument is the exact same as mine. My statement was, "I did this, and this is the average." You said, "You're wrong, I did this, and this is the average". You're using the exact same logic as me, but you're saying mine is wrong... Frankly, here's where we differ: 1) Average Yield 2) Time We can ignore time because we are not talking about how I do it or how you do it, but the fastest way to do it. So that means we differ on yield. Now I'm going to say that from my experience, the average yield has ALWAYS been 7, or close to it. I have never had such bad luck that my yield average was as low as 5. Once again, 5 is the MINIMUM. If you use Supercompost and Magic Secutars, the least you can get is 5. The most you can get is something like 16. Now, does it make sense that the average is 5? That would mean that you NEVER got over 5 herbs from a single patch, which I am sure is not true. What happens to the average when you do 2 patches and one patch yields 10 and the other dies? I'll give you a hint. Its still 5. My opinion is still valid and you are still playing some other fantasy game, end of story. But that probably won't happen for two reasons: 1) Who only plants 2 patches? 2) The death rate isn't 50%, it's 1/9, which is about 11%. And I'll give you a hint: it's called percentage error. If you're basing all of your arguments on examples like those, well then it's no surprise why they're wrong and you're mislead. You are the only one getting different results from everybody else. So that means either you're wrong, you're unlucky, we're all wrong, or we're all lucky. Now then, which one is the most likely scenario? I'd say either you're wrong or you're unlucky. I'd stop being so stubborn about this. How about trying a few herb runs? If it'll really help you, I'll give you whatever seeds you'd need to test this for yourself. But honestly, you're wrong in this case. The average ~6.8, it's not 5. I really don't think everyone else is wrong just because you're getting "different" results.
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08-July-2009 Mobilising Armies + patch notes
When they fixed Siege, Hoard and rescue they removed the prefix for technical issues. You sure? Because other people have one, and only I don't, or rather only I can't get one.
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08-July-2009 Mobilising Armies + patch notes
Wow I can't get a prefix. I had one two days ago, but now I don't. When I try to get another, nothing happens, and I still don't get one...
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Fastest Magic Experience
Wrong, he just bought one of mine for 298 gp. I just tested it. He buys them for GE minimum.
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feeling down about playing rs anymore , any re-assurance?
HARK AND BEHOLD ALL YE SKILLERS! ALL YE DREAMS AND VENGEANCES SHALL BE ANSWERED!! THE NERF IS COMING!!! Yeah...it is. Look at the last few pages of the 26k threads (and I stress the plural form) for proof. There is a lot of evidence by mods that state Jagex is working on the fix. Until then, you can join them, ignore them, for keep your head up high. You earned your money, not cheated for it. You're the better man, right? Who cares about the money, it's the fun that counts, in the end. Your situation would be a lot different irl, but just remember it's a game. And no matter what you do in this game, it's NEVER the wrong decision as long as what you did was what you wanted to do.
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Fastest Magic Experience
Correct. However, you may not be able to maintain optimal speed that entire time. I know my first few times, I had a few messups. If you time just one wrong, you lose 2-5 seconds, which really adds up.
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Herb farming on lunar - Trollheim Teleport
The BEST option is to use Spellbook swap. With a magic potion, you can cast it a level 92. You simply cast the spell, then cast Trollheim teleport. If you can't, well then it's best to stay on normal magics. However, there is an alternate way. There is a fairy ring teleport (to the slayer caves, so Slayer Ring works as well) that leads to a path to the back entrance of the stronghold. It's mentioned in the Tipit Troll Stronghold guide, I think.
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Fastest Magic Experience
Plankmake is 3.8gp/xp now, that looks right. However, unlike string ammy, it can be extremely cheap. Just this week it was as low as .6gp/xp. I didn't pay much attention to the prices, however. Just keep an eye on the prices. Remember, however, that string amulet is 4gp/xp or worse, and slower xp. You can finish off 1 invent of logs (25) in approx 55 seconds, if done right. That should give you an idea of the speed. Time includes banking. And I'm pretty sure the Rouge buys them for GE minimum. I know when it was first released it was a set price, but it has since then been changed.
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Fastest Magic Experience
You won't get them any other way. Even at max, you'll have to wait a while before they come. Not many people make them, you know, so patience would also be required.
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Fastest Magic Experience
STRING AMMY: But you're forgetting the price to buy the unstrung ammies. You lose money on that alone. Remember that you will have to buy them at max, but you can only sell them (strung) at minimum to the Rouge. Plus, they are currently plummeting down in price because of merch clans dumping them, making you lose even more money as their price falls. PLANKMAKE: The sell price is 1650? Wow was 1.8k just a day or two ago. Still the best option, however, by far, by far. They both take roughly the same amount of time to cast, although Plankmake is a tiny bit faster. Both of them take 1 set of runes per item (be it an ammy or log). The difference is that Plankmake isn't automatic while String Ammy is automatic. However, String Ammy is about 20k less xp per hour and also costs a lot more. It's very inefficient. I'd go with Plankmake if I only wanted a few levels, but I'd ice burst in the long run. If I didn't care about summoning and I needed a lot of levels/xp, then I'd go to string ammy. My advice: Plankmake is by far the best option. So try it for an hour or two and make sure you are maximizing your xp/hour. Then decide if you can see yourself doing to for the rest of your goal. If it's too hard (since it is a lot of clicking), you may want to opt for rock lobsters or, at worst, string ammy. NOTE: If you do string ammy, I'd wait a week or so for the price to settle to normal. Damn merchanting clans...
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Lack of summoning tab
Just open the details.
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Lack of summoning tab
I think it's fine, tbh. If they have something planned for that space, we should see what it is first before replacing it. And if you want a timer, you could go to the "view familiar's details" option and you will get the old summoning tab, timer and all.
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Interesting Wilderness Find?
Been like that for a while now.
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08-July-2009 Mobilising Armies + patch notes
Mentioned in tutorial.
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Farming Growing Time
I believe there is a bug that stops your crops from growing. It's happened to me countless times.
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Fastest Magic Experience
Nope, it casts each amulet separately, and uses one set of runes per amulet. Also when done right, Plankmake is faster xp. String ammy is 4gp/xp while Plankmake is .6-.7gp/xp, yes .6. It's that efficient. How would you go about doing plankmake "right"? :-k I'm interested. You don't have to wait for the entire animation. After you click, about half a second to one second later there's a higher pitched sawing sound compared to the other sawing sounds of the spell. Right when you hear that higher pitched saw, you can cast the spell again. If you do it before then, nothing happens.
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Fastest Magic Experience
Nope, it casts each amulet separately, and uses one set of runes per amulet. Also when done right, Plankmake is faster xp. String ammy is 4gp/xp while Plankmake is .6-.7gp/xp, yes .6. It's that efficient.
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Funny Examines!
:lol: :lol: :lol: ... but at the same time I'm thinking: Wow... and we're the ones who get told to behave and not go around censors! Call me dumb... But I didn't get it :S. Everyone on Lunar Isle is female except those three bankers. Yeah, but why is that a big deal? I'm not sure how I would explain it, but let's say the three men have a really good time with all the girls.
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ep not going up
If it's not a hotspot you should get ep, but very slowly (1% every 30 minutes or something) and you can't get higher than 40%.
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Fastest Magic Experience
Ice bursting at Skeleton Monkies is the fastest, but it's a waste. If you're going to ice burst, you'd better do it at rock lobs. However, that would greatly hamper your xp. Enough to make string amulet, diamond bolt enchant, and plankmake better. String ammy is straightforward. Buy gold ammies, cast spell, sell to Varrock Rouge. Diamond bolt enchant is as well. Buy bolts, enchant, sell in GE Plankmake is a bit more complex. Buy mahogany logs, cast spell (make sure you have money in your invent), and sell the planks on GE. For all three you could also trade them in for investment credits at MA. The best is currently diamond bolt enchant since it profits. Not for long though. Plankmake's prices change much less. Plankmake is also the fastest of the 4 options (if you ice burst rock lobs). Although in the long run, ice burst would be the most rewarding, in the end, but also the slowest just for magic. And when I say ice burst, I mean barrage for you.
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Funny Examines!
:lol: :lol: :lol: ... but at the same time I'm thinking: Wow... and we're the ones who get told to behave and not go around censors! Call me dumb... But I didn't get it :S. Everyone on Lunar Isle is female except those three bankers.
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Smash Club.
Who gets to decide where the line is drawn between too far away and just right to be unfinished? Obviously Snake's is a bit too large, but couldn't it have just been for Balance? Like why is MK's dtilt have a longer reach than Marth's dtilt then Marth's sword is longer? Sakurai did a bad job at balancing, but he planned to make everything balanced, and maybe Sakurai felt that Snake was too weak so he made Snake's tilts strong. Maybe? Would explain a lot.