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Zaaps1

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Everything posted by Zaaps1

  1. One idea I had was to enchant staves so you can store runes in them. If you have this many "problems" with this idea, why no go for that instead?
  2. Oh? Name 10 if there are so many you can't even begin to list them. In your defense, let me say this: He's suggesting that the cost be 100k to 500k of that rune. Let's think, how many runes would you need for 99 magic? If ice burst is 180 per cast, you'd need about 66k casts. So think about it, the amount of runes you put it is approximately the same amount of runes you would need to pay for 99 magic using that spell. And that's a lot of runes.
  3. Zaaps1 replied to Caxis's topic in Off-Topic
    Kinda easy to camp Bowser though. His jump doesn't go very far, he doesn't have a reflector or anything, he can't cancel out most projectiles, and he's a big target.
  4. I agree, this should be for combat runes and elemental runes only, and maybe also "cursing" runes (bodies and souls). This way, runecrafters can still make their money.
  5. Well 1) That money isn't from other players via trading items, it purely new cash. That = inflation, which harms innocent people. 2) It IS a smart thing to do, but it isn't the RIGHT thing to do. While it's here, you might as well, but once it's gone, you shouldn't complain.
  6. Zaaps1 replied to Phritz's topic in General Discussion
    Oh, sorry it's 3 astrals and 2 nats, I thought it was something else. So for supercompost, you just pay 610 gp and get 25 farming xp. With fertile soil, you pay 925 gp, get 18 farming xp, and 87 magic xp. If you train magic by String Jewelry, that's saving you 348gp. If you train it by Ice Burst/Barrage, that's saving you 522gp. If you train it by Alching, it saves you 261gp. All of these also save you time, which isn't a lot, but should be taken into consideration. If the average person makes 500k per hour, you can average 138gp per second. String Jewelry trainers would save ~1-2 seconds, bursts would save ~3 seconds, and alchers would save ~4 seconds. That's 138, 414, and 552 respectively. So far, supercompost costs 610 gp with no benefits, which fertile soil costs 925gp but comes with either 486, 936, or 813 "cash back" through the magic xp and the time saved. So fertile soil is by far the best option. EDIT: I forgot Plankmake! If you train by Plankmake, fertile soil would save you 50gp and 2 seconds, which totals to 326 gp, still making it the better option. Also remember that if you make more than 500k per hour, the difference will be even more in fertile soil's favor. Then again, if you make less, it'll favor supercompost more. Also, if you don't care about magic xp, it'll be even more in supercompost's favor.
  7. Zaaps1 replied to Phritz's topic in General Discussion
    Fertile Soil (lunar spell) + mud staff makes the cost around 500gp, and you get magic xp, which is worth something as well.
  8. The problem of artifacts still exists. Imo, they should just trash that idea altogether and make more PvP drops similar to the PvP armors and brawlers.
  9. Zaaps1 replied to Caxis's topic in Off-Topic
    SL?
  10. Zaaps1 replied to Caxis's topic in Off-Topic
    I'm pretty sure that's one of the final smashes Pit's mirror shield can block/partially block.
  11. Zaaps1 replied to Caxis's topic in Off-Topic
    Falco has a tank and Pit has an army.
  12. Zaaps1 replied to Phritz's topic in General Discussion
    That's right, and you also get xp for planting the herbs and you get xp for adding supercompost.
  13. Zaaps1 replied to Phritz's topic in General Discussion
    Don't forget kwuarms. Another reason why snaps are far superior because you get a lot more farming xp. Consider that farming xp is worth 9gp/xp for most people (maples and palms are at that rate). Snaps are over triple the xp of ranarrs, but to be simple, let's say they are exactly triple. Snaps are ~4k/run of 5, so therefore ranarrs would be ~1.3k/run of 5. That means you get 2.7k xp extra with snaps, and therefore you "gain" and extra 24.3k gp (because that's 23.4k you don't have to spend on maples or palms). Of course, that's totally meaningless if you don't care about farming xp and just want money, but for those who do, well, everything else just isn't worth farming.
  14. There's a spot where you can hit them, but they can't hit you. I don't recommend ranging them though. From my experience, melee is 2x-4x faster.
  15. I'd imagine you'd use the Combat Bracelet to teleport to Warrior's.
  16. Zaaps1 replied to Phritz's topic in General Discussion
    Fair amount of profit. I've been farming them. Like 9k for each herb and 39k for each seed. Therefore ~290k in herbs per run, counting deaths, and 195k in costs. So it's not as good as snaps, but hey, it's like half the level, which is like 1/5 of the farming xp required...
  17. How many people have 99 herblore? How many people would BUY HERBS FOR HIGH PRICES wanting to get 99 herblore quickly?
  18. This makes me feel a little better. I still hasn't grown. Like you, I suspect it's a bug, probably a randomly inserted one with recent or upcoming changes. I'm also seeing a drastic reduction in my herbs output. I (once upon a time) could get up to 10 herbs from a single seed (if I was lucky), but now it seems like my high level herbs are all only giving out five herbs and MAYBE if I'm lucky 6. I don't know what's going on...and if it were only one thing, I'd just chalk it up to some bad luck, but I kind of "set my watch" to the timers and only now-and-then have had to wait for a plant that I've paid to watch to grow. I know that farmers only protect from disease and that they still lose a cycle of growth, but like I mentioned, it seems like it's losing the same cycle over and over. If it is a bug, it can't be recent. I've had this problem for months if not years.
  19. Zaaps1 replied to Phritz's topic in General Discussion
    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.
  20. Sounds good, but I still have the feeling that the "kill impressiveness" can be manipulated. But yeah, this is a great idea, I support.
  21. If the tree becomes diseased while under the farmer's care, it still grows slowly. It's aggravating. However, I don't believe this is the case. Sometimes, they just don't grow. I've have fruit trees that didn't grow after 24 hours, and it isn't just one of them at a time, no it's all 5 or 4 of them at a time. I think it's a bug, tbh. The same thing happens to herbs sometimes, which proves my point. After HOURS, sometimes herbs still aren't finished. They can't be protected, and they weren't diseased, and their supposed to grow in just 75 minutes. I'd say there's a growing bug going around, but meh, it's not such a big deal, since it only happens once every so often.
  22. i never said i would actually be doing it i wouldjust like to know the estimated loss But you will lose your sanity and you may lose feeling in your hand. You should stop losing money at around 60, and around 70 you should be consistently profiting. its just as much clicking as most rc methods And? It's a lot of clicking and paying attention and repetition, that's what I meant.
  23. Thanks! :thumbsup:
  24. Zaaps1 replied to Phritz's topic in General Discussion
    Assume you farm 90 seeds. 10 of those seeds will die. 1/9 seeds die. And it's more like 1/10 death rate without trollheim, 1/8 with. Also, always calculate the profit per patch (average around 6.7/patch with deaths calced in), way easier. You're right, I forgot to count Trollhiem patch, which never dies, ever. So if you farmed 100 snap seeds, 1/5 of those (20 of um) would be alive no matter what. 1/9 of the remaining 80 would die. That's about 9. So 91/100 of the seeds survive. Herbs=637, herb income=7m. Seed costs: 4.8m. Total profit=2.2m. 100 seeds will take 20 runs, which is 100 minutes. That equals a 1.32m profit for 1 hour of farming (or 12 runs).

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