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200M in all Skills


Makilio
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I'm really wondering what Jagex will do about this... there's the chance they already anticipated it and have been working to change their code, but I don't think that's especially likely. So, I wonder how long it will be until they can implement a working fix, and what kind it will be. They could just assign a lackey to update his total xp count manually, but that would be... sucky.

 

In one of his videos Suomi says that jmods have already contacted him and are working on a fix. Fixing this can be quite hard though, depending on how the hiscores are coded.

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Time calc update

 

 

Name - hours left (hours decreased since last week) - cost

1. S u o m i - 2 902 (-68) - 630 438 679

2. Jake - 8 239 (-39) - 11 889 736 684

3. Elvis - 9 002 (-28) - 3 602 756 266

4. Skiller 703 - 10 163 - 16 941 189 833

5. Dapledo - 10 186 - 10 944 295 845

6. Elias - 10 122 (-36) - 1 960 109 151

7. Da broman1 - 10 263 (-68) - 15 607 948 279

8. Kingduffy - 10 385 (-38) - 13 531 378 729

9. Klonki - 10 621 (-11) - 19 785 595 149

10. Ftsssg - 10 742 (-54) - 975 377 843

11. Dragonseance - 10 761 (-43) - 17 028 338 616

12. Drumgun - 10 853 (-81) - 9 984 619 593

13. Telmomarques - 11 225 (0) - 4 177 141 506

14. Pope712 - 11 220 (-23) - 14 244 558 938

15. Kngkyle - 11 439 (-15) - 7 941 964 754

16. Chilly - 11 684 (-58) - 20 952 357 357

17. Roger Al - 11 871 (0) - 20 747 727 628

18. AlmostLost - 11 985 (-22) - 3 164 553 901

19. Green098 - 12 621 (-3) - 15 737 863 343

20. Paulrat3 - 12 937 (-39) - 10 472 146 056

21. Clamp15 - 13 117 (-57) - 18 321 233 316

22. Carcass - 13 390 (-14) - 20 365 788 779

23. Paperbag - 13 853 (-33) - 1 695 843 671

 

I can calc you if you want me to. Just pm me here or in-game or just post.

 

I might reduce the crafting xp rate from 660k (dragonstones) to 450k (black d'hide bodys) since the limit of dragonstones is ridicolously low. It takes 8 days to buy one hour of crafting dragonstones. 2424 days or 6.6 years to 200m all. I know you can buy it from friends but not like anyone really makes it.

 

 

PS: A living soul lasted while I wrote the whole post :(

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I might reduce the crafting xp rate from 660k (dragonstones) to 450k (black d'hide bodys) since the limit of dragonstones is ridicolously low. It takes 8 days to buy one hour of crafting dragonstones. 2424 days or 6.6 years to 200m all. I know you can buy it from friends but not like anyone really makes it.

 

I'd agree with making that change - training crafting with only dstones is great when you're being purely theoretical, but your time calcs are a bit more practical than that, so it's a good change to make.

Obtained quest cape and base 92 before obtaining any 99s! Currently finishing out my 99s with the (long-distant) goal of comp cape.
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I might reduce the crafting xp rate from 660k (dragonstones) to 450k (black d'hide bodys) since the limit of dragonstones is ridicolously low. It takes 8 days to buy one hour of crafting dragonstones. 2424 days or 6.6 years to 200m all. I know you can buy it from friends but not like anyone really makes it.

 

I'd agree with making that change - training crafting with only dstones is great when you're being purely theoretical, but your time calcs are a bit more practical than that, so it's a good change to make.

 

Yea. Even from 13m XP to 200m XP it's just more ~140 hours. So, the positions shouldn't change. Well we will see in 7 days.

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how does cutting rubies compare to black d hide bodies?

 

408k xp/h if d stones are 660k/h. Black d'hide bodies are 450k/h.

 

As a side note, diamonds are 516k/h.

 

Idk about the trade limits.

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Time calc update

 

 

Name - hours left (hours decreased since last week) - cost

1. S u o m i - 2 902 (-68) - 630 438 679

2. Jake - 8 239 (-39) - 11 889 736 684

3. Elvis - 9 002 (-28) - 3 602 756 266

4. Skiller 703 - 10 163 - 16 941 189 833

5. Dapledo - 10 186 - 10 944 295 845

6. Elias - 10 122 (-36) - 1 960 109 151

7. Da broman1 - 10 263 (-68) - 15 607 948 279

8. Kingduffy - 10 385 (-38) - 13 531 378 729

9. Klonki - 10 621 (-11) - 19 785 595 149

10. Ftsssg - 10 742 (-54) - 975 377 843

11. Dragonseance - 10 761 (-43) - 17 028 338 616

12. Drumgun - 10 853 (-81) - 9 984 619 593

13. Telmomarques - 11 225 (0) - 4 177 141 506

14. Pope712 - 11 220 (-23) - 14 244 558 938

15. Kngkyle - 11 439 (-15) - 7 941 964 754

16. Chilly - 11 684 (-58) - 20 952 357 357

17. Roger Al - 11 871 (0) - 20 747 727 628

18. AlmostLost - 11 985 (-22) - 3 164 553 901

19. Green098 - 12 621 (-3) - 15 737 863 343

20. Paulrat3 - 12 937 (-39) - 10 472 146 056

21. Clamp15 - 13 117 (-57) - 18 321 233 316

22. Carcass - 13 390 (-14) - 20 365 788 779

23. Paperbag - 13 853 (-33) - 1 695 843 671

 

I can calc you if you want me to. Just pm me here or in-game or just post.

 

I might reduce the crafting xp rate from 660k (dragonstones) to 450k (black d'hide bodys) since the limit of dragonstones is ridicolously low. It takes 8 days to buy one hour of crafting dragonstones. 2424 days or 6.6 years to 200m all. I know you can buy it from friends but not like anyone really makes it.

 

 

PS: A living soul lasted while I wrote the whole post :(

could you also calculate how much tokkul points etc they need?

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how does cutting rubies compare to black d hide bodies?

 

408k xp/h if d stones are 660k/h. Black d'hide bodies are 450k/h.

 

As a side note, diamonds are 516k/h.

 

Idk about the trade limits.

 

 

 

Diamonds are 500 per 4 hr trade limit.

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In response to total xp in game, and big calculations, posted this a while ago which still seems to me an efficient way to do the task.

With a small amount of logic, and some substrings, it would still be possible to efficiently perform the calculations in 32 bit. Would mainly involve prepending a substring determined on login to any calculations, and incrementing it by one if your XP gained in a session is large enough.

 

Don't forget you can inefficiently add any two numbers no matter the size, by handling them as Strings. Just do it the way you were taught when you were 8 years old. The method I refer to is a mixture of this slow and inefficient method, and the inbuilt efficent methods. It would only need to perform the String addition once, by breaking the number into for example, (40)00000000, prepending the 40 to any calculations, and if your xp gained in a session is greater than 99,999,999, incrementing the 40 and resetting.

 

I agree this is a silly method, but I just can't agree with Flyingjj on this one. It wouldn't even need to be dependent on high-scores, which are themselves are dodgy with updating, you could perform the String addition method on login to determine the starting XP.

 

The String addition thing I mention is just something you would call in the chance of an oveflow, and wouldn't really be incredibly inefficient anyway, just two numbers to add, but not something you would want to be performing every 0.6 seconds.

 

As for the highscore thing, I wonder what Jagex did change, it seems unlikely that suomi would jump from rank 1 to the bottom of the pile, without a change from their end. And I wonder why they did it, was it the intended outcome? Perhaps to avoid many questions of 'Why has rank 1 less XP than me, a 2 month playing level 60'. Well it seems they'll probably have to code a special case for this. Shouldn't be THAT difficult... Depending on the form of the existing code that is.

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how does cutting rubies compare to black d hide bodies?

 

408k xp/h if d stones are 660k/h. Black d'hide bodies are 450k/h.

 

As a side note, diamonds are 516k/h.

 

Idk about the trade limits.

 

Grandexchange 4hours limit for each uncuted gem useful for Crafting training:

Uncut diamond - 500

Uncut dragonstone - 100

Uncut emerald - 1000

Uncut ruby - 1000

Uncut sapphire - 1000

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could you also calculate how much tokkul points etc they need?

 

You don't need Tokkul.

 

You can only buy the following items with Tokkul:

Toktz-xil-ul

Toktz-xil-ak

Toktz-ket-xil

Toktz-xil-ek

Toktz-mej-tal

Tzhaar-ket-em

Tzhaar-ket-om

Obsidian cape

Fire rune

Water rune

Air rune

Earth rune

Mind rune

Body rune

Chaos rune

Death rune

Tin

Copper

Iron ore

Uncut sapphire

Uncut emerald

Uncut onyx

Onyx bolt tips

Recharging TokKul-Zo (Teleporting does not use up any charges, even when outside of the TzHaar City)

 

So, all those are useless when going to 200m all. Even if they weren't, you could buy them from GE except the last one.

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In response to total xp in game, and big calculations, posted this a while ago which still seems to me an efficient way to do the task.

With a small amount of logic, and some substrings, it would still be possible to efficiently perform the calculations in 32 bit. Would mainly involve prepending a substring determined on login to any calculations, and incrementing it by one if your XP gained in a session is large enough.

 

Don't forget you can inefficiently add any two numbers no matter the size, by handling them as Strings. Just do it the way you were taught when you were 8 years old. The method I refer to is a mixture of this slow and inefficient method, and the inbuilt efficent methods. It would only need to perform the String addition once, by breaking the number into for example, (40)00000000, prepending the 40 to any calculations, and if your xp gained in a session is greater than 99,999,999, incrementing the 40 and resetting.

 

I agree this is a silly method, but I just can't agree with Flyingjj on this one. It wouldn't even need to be dependent on high-scores, which are themselves are dodgy with updating, you could perform the String addition method on login to determine the starting XP.

 

The String addition thing I mention is just something you would call in the chance of an oveflow, and wouldn't really be incredibly inefficient anyway, just two numbers to add, but not something you would want to be performing every 0.6 seconds.

 

As for the highscore thing, I wonder what Jagex did change, it seems unlikely that suomi would jump from rank 1 to the bottom of the pile, without a change from their end. And I wonder why they did it, was it the intended outcome? Perhaps to avoid many questions of 'Why has rank 1 less XP than me, a 2 month playing level 60'. Well it seems they'll probably have to code a special case for this. Shouldn't be THAT difficult... Depending on the form of the existing code that is.

 

Or you can just create an extra boolean value to act as a 33rd bit (default 0) and any time it is 0 where the math would cause the leftmost bit on the int to be set from 1 to 0 (overflow), you set the boolean value to 1 and don't touch anything else on the int. The 1 would represent 2^32 (assuming unsigned). An extra boolean would be needed if signed (as would be required in java), and would need to perform a similar check, but this time on the previous boolean to see if it is 1 as well as for an overflow on the int. It would also have to change that to 0 when it overflowed again.

 

To demonstrate with only one boolean and an unsigned int:

bool: 0 (1 bit)

int: 11111111111111111111111111111111 (32 bits)

 

In your mind it'd look like this: 011111111111111111111111111111111 (33 bits)

 

Give yourself 5xp and it becomes this: 100000000000000000000000000000100 (33 bits)

 

Then whenever you want to print the value, if the boolean is 1 then you add the 2^32 value to the value in the int using a string.

 

Since it only needs to be viewed whenever somebody makes the request for it, the server can simply send the bool and int data over and the client can do the combining. This method would also save a lot more memory than going the 64-bit route.

 

Edit: Just realized that java respresents booleans as true or false. Just think 1 = true and 0 = false. I'm a C++ guy so I'm used to thinking of it as numbers. :P

Edited by Jebrim

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Agilitizing my way to 1,000,000,000xp!
Follow my progress on my Youtube channel: http://www.youtube.com/The1Jebrim

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A boolean is not 1 bit in memory. If i recall correctly, java uses 8 bits for booleans. If you really want to work with 1 bit variables, you would have to use bit shifting.

 

Easiest is 64 bit int if supported everywhere (not supported in some languages, like javascript). Or a 64 bit double (which javascript has), which is precise for integers up to 2^53

"The more persistence a game tries to have; the longer it is set up to last; the greater number (and broader variety) of people it tries to attract; and in general the more immersive a game/world it set out to be--then the more breadth and depth of human experience it needs to support to be successful for more than say, 12-24 months. If you try to create a deeply immersive, broadly appealing, long-lasting world that does not adequately provide for human tendencies such as violence, acquisition, justice, family, community, exploration, etc (and I would contend we are nowhere close to doing this), you will see two results: first, individuals in the population will begin to display a wide range of fairly predictable socially pathological behaviors (including general malaise, complaining, excessive bullying and/or PKing, harassment, territoriality, inappropriate aggression, and open rebellion against those who run the game); and second, people will eventually vote with their feet--but only after having passionately cast 'a pox on both your houses.' In essence, if you set people up for an experience they deeply crave (and mostly cannot find in real life) and then don't deliver, they will become like spurned lovers--somebecome sullen and aggressive or neurotic, and eventually almost all leave."

Mike Sellers' Hypothesis

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