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Platinum_Myr

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Everything posted by Platinum_Myr

  1. AFAIK Juju potions don't give any extra xp, but only more herbs for the same xp. That should have impact on profit only? Am I wrong?
  2. If you haven't melee'd Jad himself before, I would suggest using melee for the main caves and then mage or range on Jad (and possibly mage/range on the 360s as well?) Because melee on Jad tosses in a 3rd attack you have to swap to.
  3. But wouldn't it just be better to use Goliath's at that point, especially if you are on task? Yes, but I think the OP said "no goliaths".
  4. Why does everyone hate fish flingers? :o
  5. I don't think there's any way that they're suddenly going to do what is the literal equivalent of turning non combat skills into combat skills. Remember the uproar over herblore when extremes/overloads were released? It wouldn't be as bad if it was limited to pvm, but I still think it would end up creating situations where you'd end up needing to train non combat skills to remain competitive at bosses, or get the best slayer exp rates or whatever. First, I'm in the camp that says a fully developed character both in skills, equipment and quests should have a better advantage over those that just leveled combat skills. I loved when they first introduced extreme potions then got mad when they nerfed the use. I love that high level quests gets a person access to high level combat items and abilities. Second, if they're reworking the combat level to be based upon what you're capable of at the moment (items in inventory, selected combat abilities, actual skill level) then there's no problem there either. If you select an ability unlocked from woodcutting, then your combat level will be higher anyway. Big assumption on my part, but time will tell. Third, as I said, gathering skills were already combat in nature. It's just that the NPC didn't move, had 1 hitpoint, and one guaranteed drop. Thinking about it more, I'd like to see them rework the gathering skills like they're reworking combat. What's wrong with some varied gathering animation in addition to some gathering specific abilities you can activate just like combat. Going a little further and having some abilities unlocked with non-combat skills have a benefit in combat would be a natural progression. My main point is that Jagex has a good window of opportunity here to make this expansive update to be more than just about combat. Incorporating abilities into all the other skills just makes more mundane aspects of the game more fun. It'd be kind of cool if an area of effect ability allowed you to gather logs from surrounding trees. Hell, it may even encourage Jagex to release skill based slayer monsters (golems, ents, sharks, tangleberries, etc) finally which would be like the monsters on Runespan but actually attack back. I'm hoping that they do some combat abilities based on the various skills, but most of all I want them to fix various issues that can now be handled better by an action bar and abilities. Prayer should be more ability based, along with magic, but have magic's abilities require runes to use. Dungeoneering rings should be moved to abilities and unlocked the same way. (But remove the ridiculous item/stance reqiurements, OR let us have all rings unlocked at once) There is so much room to make this affect the entire game but I feel like they won't quite have this much impact..
  6. That's what I thought about most of the recent items. it could become very interesting to see how much gets fixed and changed and tweaked :)
  7. Oh my! <3: That sounds amazing.
  8. I didn't even think about the implications it would have on Dungeoneering. I wonder if it will have some kind of specific action bar different to the rest of the game. Should it? Yes Will it? Doubtful (I'm not even sure the stuff will work in dungeons at all....)
  9. It really depends on so much what the actual values are and how the system changed. More abilities is awesome. I'm hoping certain abilities that are currently quest specific will remain that way (EE, and Korasi for example)
  10. I really like the fish flingers rework though...
  11. It really depends on what they've modified. I would love if attack affected all combat styles (and maybe renamed to accuracy) and then the main skill affect DPS and what weapons of that skill you could use (requires moving all requirements of attack onto strength). This would balance out the skills in a new way because attack is now the thing determining accuracy instead of mage and range also doing that, (or in addition.) There is a lot of things they have to account for that could be very difficult.
  12. I would assume the royal cbow would be worth it? Is that not holding its value enough?
  13. Wow. I've taken over 3 hrs for one ugune seed before. :shock: 5 that quickly is very nice. For doing just herbs in a fast time, assuming you do troll but don't have troll patch teleport but do have catherby teleport and at least the once a day ardy cape teleport: 1. Start at troll, get secatures, start greenfingers, start juju, harvest, re-plant and note. 2. Ecto/Cabbage/Ardy/Catherby in any order. 3. Tack on additionally if you have teleport bag or the witchdoc mask, teleport there for the juju herbs. If you do have trollheim direct patch teleport, start at ecto or herblore habitat instead. With that you should be able to easily get all 5 and probably get all 7 if you're lucky and especially if you don't replant till after juju runs out.
  14. I would love to see a good breadth of ranged stuff that is viable. We have a lot of old outdated weapons that aren't very good because they have never been balanced with the main ranged items. I would love to see (different please!) effects on tipped arrows. It is cool how the different bolts all have nice advantages. However it would be cool if using a lower lvl bolt in a high bow is balanced because the bow itself adds strength. Right now only the bolt/arrow has ranged strength values.
  15. me Me too :( At least so far they aren't something I really cared about yet...
  16. Don't grotwurms also drop royal hides?
  17. Sy said it might help xp/hr, but we don't know. Instead of maxing your xp/floor, try to increase floors/hr, and don't worry about xp/floor :) The faster you complete floors the faster you can start more floors, which should have a good impact on overall xp/hr. Maths - The equation for calculating XP/hr is something like AverageExpPerHour = AverageExpPerFloor * AverageFloorsPerHour If your average floor takes 20 minutes, that means AverageFloorsPerHour=3, give or take a small amount for inconsistency. Let's assume that your average xp/floor is going to be 5000 That means you will get about 15k xp/hr Assuming that you can increase that by taking twice as long to kill every monster. That means you now get 1.5 floors an hour, and you get an increase of say 15% dungeon xp which should result in floors being about 6000-7000 a piece. That means your xp/hr average will become 9k-10k. This is worse. That does assume clearing the entire floor takes twice as long. There are plenty of factors here. However, lowering the time per floor and increasing the floors per hour is easier to do. The cost of the xp you lose per floor is negligible. If you can increase xp/floor by a pretty large amount then it might become worth it. The relationship depends on the change in average time to complete floors.
  18. Suomi's exp passed 2147m*2 and now the highscores only display his overall exp since that point, which is currently 11.3m, thus his rank has changed on highscores to be the lowest ranked person with 2496 total. And the Jagex website developers didn't think to find a fix for those *before* someone reached that high? :wall:
  19. Jack of Trades actually has an aura timer though so it makes "sense" for it to be on a 24hr cooldown due to how auras work. The others don't have to be that way and should all have been cleaned up ages and ages ago. Everything daily should reset the same way if possible, and weekly stuff should reset at the same times. Players cannot gauruntee that they'll be on during a particular time so it is annoying to have to "move" jack of trades time around simply because I couldn't be asked to play at exactly 8:10 pm. SoF already resets at GMT. Kingdom, and Tears, and any other should also reset at GMT midnight.
  20. Sure. Hundreds was hyperbole but here are a few. If I spent more time I could probably remember more. I don't know how difficult any of these would actually be to implement but: 1) Reduce Jack of Trades recharge time to 23 hours so that the time doesn't move forward as long as a player does it within the hour. 2) Make Citadel resource caps automatic, calculated based on what is building, with the option to add an additional amount. (No reason for players to calculate this by hand..) 3) Make ore/charcoal goals automatically reduce as ore and charcoal is spent. 4) Allow the game server messages to show up even when the filter for "Game" is set (possibly with a setting in options to disable them) 5) Make the message for special attack power show up when the game is set to filter. 6) Make spec restore potions trigger the messages for 50%/100% restored. 7) Fix the amulet of fury on female characters so that it doesn't float away from the character like it does now. 8) Change D&D timers for Tears of Guthix, Manage Thy Kingdom, to be reset at GMT game time, (on penguins day if it is weekly) so that players aren't punished for not being able to play at a set time. 9) Make the morytania elite legs bonus for renewals either work a) anywhere, or b) when the legs aren't equipped. 10) Show highscore tracking data on the official runescape adventures log similar to how fansites manage this. 11) Return F2P to the shortened highscores table so that fansites can capture that data. 12) Allow players to select colors for outfits using the new clan cape color diagram. Allow them to select primary and secondary, or type in #HEX values so that they can ensure matches. 13) Update the houses so that the bedroom outfit change stations are the current equivalents instead of the outdated versions from six years ago. 14) Allow shops to sell items in notes, possibly for a surcharge. Currently several shops have daily stock of certain items but players have to buy them in sets of 28 and bank. Let the shop sell us notes. 15) Add sandstone and the troll minigame to the RS gamebar. I have more somewhere, but its hard to remember them all.
  21. Ohgod-don't give them ideas!
  22. I wish Jagex would continue to do more small fixes. There are hundreds of things I could suggest that could be easily implemented, and would help fix the small irritations of the game.
  23. Hopefully the other small rewards have been changed too.. Who the heck wants an adamant hatchet?!! (Oh, and while they're at it, please remove buyable spins)
  24. Probably same time as regular update time on Tuesday. (9am pacific or so)
  25. The point of paying for a good VPN is that they wouldn't have your real IP. Sure someone might get it but if you are the kind of person who buys a really good VPN setup the chances of you leaking the ip is much lower.

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