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That's still an average of 100,000 profit per run with the 6.5 herb per seed average. Snaps are better, sure, but not by much. Point is, if you want great profit from herb farming you can do these:

 

 

 

Snapdragon > Ranarr > Toadflax > Spirit Weed (Haven't checked this in a while. It used to be)

 

 

 

Why is toadflax good?

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farming is ftw \'

 

 

 

i bought 500 irit seeds a while back because they were cheap like 50 ea

 

 

 

since then i have gone through about 2k id guess - got a ton from a friend that likes slayer

 

 

 

so much money gained then spent on my house lol

 

 

 

im hoping i can get 77 farm with what i have left (about 120 seeds)

 

 

 

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That's still an average of 100,000 profit per run with the 6.5 herb per seed average. Snaps are better, sure, but not by much. Point is, if you want great profit from herb farming you can do these:

 

 

 

Snapdragon > Ranarr > Toadflax > Spirit Weed (Haven't checked this in a while. It used to be)

 

 

 

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.

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You get exp for each herb picked right?

 

 

 

So if you get 10 ranarr herbs from one harvest that's 10 times 30.5 exp?

 

 

 

That's right, and you also get xp for planting the herbs and you get xp for adding supercompost.

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I hit 99 months ago and I still do Herb runs to save money on Herblore.

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That's still an average of 100,000 profit per run with the 6.5 herb per seed average. Snaps are better, sure, but not by much. Point is, if you want great profit from herb farming you can do these:

 

 

 

Snapdragon > Ranarr > Toadflax > Spirit Weed (Haven't checked this in a while. It used to be)

 

 

 

Why is toadflax good?

 

 

 

Toadflax is 1k a seed and the herbs are about 2.3k each. So assuming you get an average of 6.5 herbs per seed you make about 14,000 gp profit per seed. Multiply that by 5 seeds and you've got about 70k profit per run. Not as good as snaps, but still decent.

 

 

 

Sometimes what I do is plant 1 snap seed in tollheim and plant 4 toadflax seeds, so if a toadflax dies I still won't lose much cash but I still get a snapdragon in. It really depends on how much cash you have to set aside to buy a bunch of snap seeds. For example, I just recently used all my cash (literally) to buy 99 ranged in chins (which I still have yet to use) and so what I did was make some cash through rc and bought 5 snap and 20 toadflax seeds. I use my 1 snap and 4 toadflax seed method and now I have enough to buy 15+ snap seeds. It's just something I do and isn't the fastest way for cash through farming but I like the feeling of using money made FROM farming FOR farming.

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Ive tried a few times before. Never made a lot of money, but I enjoy the skill. Just got 55, hope to get 60 one day for a yew trees ::'

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I used to do it quite a bit, but I stopped a month back, but I'm hoping to save up seeds from slayer. :thumbup:

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I always loved Farming. Back when i still played i always enjoyed planting the occassional seed. Think i got about 800k xp after 99 Farming just from planting Toadflax seeds :). It's not a bad moneymaker either.

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Just had a pretty amazing run with my 1 Snapdragon/4 Toadflax method:

 

 

 

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I spent 54,000 total on 1 snap and 4 toadflax seeds. This run I harvested 223,000 gp in herbs, making the profit for the run about 169,000 gp. :)

 

 

 

So to people trying to say it's not good cash, I think you're full of it.

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if you really want to get into details, make sure you substract the cost of supercompost to that profit. Even if you made it yourself, the opportunity cost of using it is still the 650 gp market price per bucket.

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if you really want to get into details, make sure you substract the cost of supercompost to that profit. Even if you made it yourself, the opportunity cost of using it is still the 650 gp market price per bucket.

 

 

 

Fertile Soil (lunar spell) + mud staff makes the cost around 500gp, and you get magic xp, which is worth something as well.

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super compost 610

 

fertile soil with earth/mud staff ~925

 

 

 

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.

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Herb runs should take ~5 minutes. 12 is way too slow. Mine take between 5-7 minutes and I farm marigolds along with the herbs.

 

 

 

What wealth?

 

Seeds cost too much and stuff always dies unless you baby sit it.

 

I'm lucky to break even in herbs and they aren't worth doing to be honest.

 

I mean if you want levels your going to be doing trees right?

 

Trees are nothing but a huge money sink like herlore anyhow.

 

I guess if you like vinesweeper than it would be okay, but the xp rates have always been to low for me, thats why I abandoned it long ago after getting a respectable level.

 

 

 

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.

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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.

 

No, because patches only die about 1/8th of the time.

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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.

 

No, because patches only die about 1/8th of the time.

 

 

 

Trem, you're really just being stubborn and a grump, to be honest here. Not only do all your arguments not retain much but then you try to say we're playing some imaginary game other than the one you play. Well we're telling you that general population's statistics > one person's unwillingness to try something new.

 

 

 

You know very well that you wouldn't plant just 2 herbs and even if you did, as d jay pointed out, herbs only die about 10% of the time anyway. You'd only have an average of 5 if you only planted 2 seeds and one died and one gave 10 and you NEVER planted seeds again. We all know you haven't done this, so we all know you didn't get an average of 5 herbs.

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Herb runs should take ~5 minutes. 12 is way too slow. Mine take between 5-7 minutes and I farm marigolds along with the herbs.

 

 

 

What wealth?

 

Seeds cost too much and stuff always dies unless you baby sit it.

 

I'm lucky to break even in herbs and they aren't worth doing to be honest.

 

I mean if you want levels your going to be doing trees right?

 

Trees are nothing but a huge money sink like herlore anyhow.

 

I guess if you like vinesweeper than it would be okay, but the xp rates have always been to low for me, thats why I abandoned it long ago after getting a respectable level.

 

 

 

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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Farming is amazing cash if you do just seeds but to see the wealth gain you have to do it for a long time, say 500 seeds. I personnaly cba to farm atm while i fish monks because its just to far out the way and i dont want to spend a kyatt every 2 hours :wall:

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Farming is amazing cash if you do just seeds but to see the wealth gain you have to do it for a long time, say 500 seeds. I personnaly cba to farm atm while i fish monks because its just to far out the way and i dont want to spend a kyatt every 2 hours :wall:

 

 

 

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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Farming's fun - when I remember to do it. I left a toadflax run waiting to be picked for about a month because I got distracted... then I used the gold off it to fund another few runs.

 

 

 

With supercompost mine almost never die (then again... toadflax), and yeah it's win-win because it takes a while but you don't have to sit there and waaait. Unless you want to.

Balance may be power, but chaos is still pretty damn fun.

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