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Platinum_Myr

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Everything posted by Platinum_Myr

  1. I hit over 500 many times with thresholds. However, I never hit over 2k.. Not really sure if he still has a threshold really... He is easy if you attack from a distance and know how to dodge fires. If you attack with melee, be prepared to learn how to use resonance to heal off his tail swipe special or take 3k+ each time.
  2. Rs Wiki has stats for "Lord of Khan" can anyone confirm them? It says 850 for combat,seafaring,morale.. AND solidarity 125... which basically makes the special crew guy useless, because Lord Khan is always better. By a lot.
  3. Scroll up on the list. If you look at potential per slot he sucks as soon as you start levelling up. It's all well a good comparing base stats but you have to consider levelling. Levelling is done based on percentage of the base stat, therefore he only gains 1 per stat for every 2 normal crew get, so as levels grow his use diminishes. He starts at being 1/2 a normal crew in 3 stats but he'll progress towards 1/4 of a normal crew, his potency just drops out. But his base stat total is 1800 vs base stat total of 1200, means that he'll gain 180 total while they gain 120 total. So for triple stats, he is slightly better. For double voyages he is equal, and for singles he sucks. The real kick in the face is the new solidarity crew from the area that is listed, as 850 to all stats in addition to solidarity.. Strictly better without the special trait bonus.. That's just.. ouch. I would've reversed the stats so at least the khan guy didn't fully outclass the special crew.
  4. I see paulrat3 smithing with me at artisans workshop :) he's pretty nice. Gratz on 3b!
  5. :( Aw. I have finally got a 2nd judge. but I need more combat crew.
  6. But then they'll become decent morale+combat dual captains :) I hate you. :evil: I have only seen 2 since unlocking the hook. Note that we got the rare hook captain and then we but scythe and bowl and still no new captains yet..
  7. in my opinion, a good way to add risk is to have armour repairs and degrading to go up when you die. However, as it stands most armor that degrades hits 0% when you die already if it dropped. It would be a cleaner way to add cost to death without ruining the game by making you completely lose gear.
  8. Way to go!!!
  9. I finally got a 2nd one.. Does anyone know when/if the 20k chime captains show up? :)
  10. I think just removing once you've clicked and reset after each assassin would be fine. That prevents you from having to retry people you've already tried.
  11. Tbh, I would rather give each cape a small bonus in the respective skill rather than all have defense due to 99.... But it makes enough sense. Quest cape could definitely be better, but not necessarily 99.
  12. I haven't had a good captain in ages. Also, the cherrywood rudder alone isn't good enough. With 2,500 chime captain and cherrywood rudder, no other speed bonus times are still between 8.5-9hrs. With the addition of the jade rudder I got down to below 8hrs. with a higher captain, it is definitely a little better but... I haven't gotten any 10k captains since my first one.. wtf randomnumberscape
  13. As far as I could tell, the skill capes got stats for lv 99, which the quest cape doesn't require so it isn't statted for 99...
  14. There are only two dual wield basics, and they both use the same cooldown (using one resets the other) so effectively you have one basic.
  15. It would be hilarious if they released new skill early February just as he was about to max all skills...
  16. darnit :( oh well good while it lasted, and yet another way that those ahead will stay ahead longer. :(
  17. 20 isn't a very large set. I used to remember how to calculate the chance of your particular data set showing up but the statistics math for doing that has escaped my memory, and the correct term to google for some information isn't coming to mind. Basically one can calculate how likely it is (given the known expected probability function) that you will achieve the results you did. 100 sets would be better. In either case two facts: 1) probability of each ship doesn't depend on any previous or future ships 2) it is random. You only achieve the expected result 80% success (if all ships sent at 80% listed) over the long term as a limit of approaching an infinite sample size. Hence the data set you got sucks, but isn't necessarily improbable yet (sample size has to increase dramatically before you can really make that claim)
  18. As far as I can see you are have either really bad luck or are doing something wrong. As I look to your log usually only one ship succeeds out of three. If it's not just bad luck, it also could point to mistakenly sending the wrong ship with a lower succes rate on a voyage. If you send out a ship from the shipyard menu, not from the ship menu, you usually have to select the right ship to send out. After sending out two ships, you can't go wrong anymore, so that ship has the intended succes rate, explaining the 1/3 succes rate. Then again, it could just be really bad luck. Everything is double checked and sent from the shipyard. I verify the boat ID, success rate, and results and enter it into a simple application to log it. I just think I am Bad Luck Brian of PoP. What's your sample size now?
  19. That's because Jagex finally priced it close to the start value. Vs normally they super under price it. But this time they have a degrading armour that can't be repaired vs something that can. On the one hand, that will make it hold value because it will constantly be used up. However on the other hand it will reduce value because people know they have to buy more.
  20. Glad I'm not the only one! I hate finding stuff there now. It's no longer "burthorpe" and "taverly" it's more of a "tavorperly" and none of it is cleanly laid out. Now it is in a "war zone", but.. we practically solved all the troll issues...
  21. We don't know enough about how the abilities work..
  22. I like the idea of parts of RS being mobile though. Like checking Ports, or the GE. You have to think beyond the playing traditional RS and into what can an app enable. For example, an app which connects you to the friends and clan chat so you can chat while not on the game proper. Or apps to check many time sensitive things like an app that shows gamebar data and more. There is plenty an app could be able to do.
  23. Hedgehog is right, the problem with craftable gear all the way up is because it creates a huge divide in terms of who can do what, because the xp curve is really ridiculous. I wouldn't mind having some small attachments ala gems be created. But the real issue is the crazy xp curve in rs.
  24. The change in defensive gear might have some impact though. It depends on how the scale works (will gear only be better than it was before or could some gear be worse?)
  25. Does this mean they will finally add the set effects to popups on the items so that regular players can tell what the effects are??? I'm tired of explaining that some items have passive bonuses when there's nothing on the item popup or equip screen to see.

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