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RESEARCH REQUEST: Magic in Dungeoneering


poiuytreza2

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Hiya,

 

Im calculating the best ways to spend a solo dungeoneer's money. If you don't care about racing for your dungeon xp I often take all the time to check in my coins into xp.

 

Now for magic I have a few questions, since I don't have access to many features or cannot make all runes. Can someone tell me if the following spells can be cast repeatedly?

 

Bones To Bananas (if there are no bones)

Cure Other (can these three be cast at full health?)

Cure Me

Cure Group

Monster examine (from a safe spot, eg another room

Humidify (if there are no vials)

Vengeance other (if there is a cooldown, how long is it?)

Vengeance (ditto)

Any of the battle spells (snare, stun etc.. on the same target)

 

And last: are all spell xp rates from the guide correct? 65 xp for high alch seems a bit high (and appears most profitable in my calculations)

http://www.tip.it/runescape/index.php?page=dungeoneering_skills.htm#magic

 

If anyone who can edit the article is reading this, I'm pretty sure that Create Gatestone DOES give xp.. some 43 or 37 ish

 

EDIT: how come vulnerability, stun and enfeeble are on the magic list, while SOUL runes cannot be used in daem? (unless smuggled inside..)

-> Apparenly sould runes are a monster drop

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Well, some of the repeatable tasks in the dungeon have their exp values decreased, such as runecrafting, and high alching. So I don't know if the other spells also have reduced exp.

 

What I do know is that training a skill in the dungeon is slower than outside, so best would be to rush through dungeons then spend the extra time training the skill.

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Soul runes are dropped by monsters sometimes. Mainly the mages I believe. (There's no way to smuggle them, or any other item for that matter, into the dungeons)

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I did an experiment where I tried to exploit every resource in a dungeon to see how much XP I got for it. The results were abysmal. Just do what you need to complete the dungeon; save the real training for above ground.

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Soul runes are dropped by monsters sometimes. Mainly the mages I believe. (There's no way to smuggle them, or any other item for that matter, into the dungeons)

 

Yes there is. I don't know how it's done (i presume by trading the item at some time during entering). Anyway- that's good to know. I'll exclude these spells from the calculations.

 

Anyway the first results are in: magic and range are currently by far the best xp/gp with sometimes even more then 1 xp per gp.

I myself get around 100k gold each dungeon. For magic I would - in theory - at my level - be able to recieve 103k magic experience, 67k constitution xp and some runecrafting xp with minimal limitations. For range the xp is at almost the same rate (without the rc xp ofc).

 

For other skills the xp:gp rate is 0.17 at it's highest - still worth it.

 

Normal skilling should take into account the following raw formula: xp gained / ( time to raise money + time to skill)

For dungeoneering the time to raise money is a lot lower and often the time to skill is too. Only the xp gained is lower. I'm positive that compared to normal skilling some dungeoneering methods are better - especially for f2p

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Anyway the first results are in: magic and range are currently by far the best xp/gp with sometimes even more then 1 xp per gp.

I myself get around 100k gold each dungeon. For magic I would - in theory - at my level - be able to recieve 103k magic experience, 67k constitution xp and some runecrafting xp with minimal limitations.

How do you expect to get that experience consistently when monsters don't respawn?

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Really, magic is pretty much a waste of time..

 

At around 1/10th of the original xp it takes ages to level a little bit..

 

Also notice that "gp in dungeons" is not like "gp outside".. The gp is so common: it's hardly worth 'anything'..

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Anyway the first results are in: magic and range are currently by far the best xp/gp with sometimes even more then 1 xp per gp.

I myself get around 100k gold each dungeon. For magic I would - in theory - at my level - be able to recieve 103k magic experience, 67k constitution xp and some runecrafting xp with minimal limitations.

How do you expect to get that experience consistently when monsters don't respawn?

 

If you used up all your money you just do another dungeon, duh. And there are already a few ways to train magic constantly. Loads of monsters in deamoheim heal or respawn.

 

Really, magic is pretty much a waste of time..

 

At around 1/10th of the original xp it takes ages to level a little bit..

 

Also notice that "gp in dungeons" is not like "gp outside".. The gp is so common: it's hardly worth 'anything'..

 

cough.. not really.. if you earn 10x more gp but 10x less xp you'd still train at the same rate. (+you also get some dungeoneering xp)

 

If you're soloing, do you really leave thousands of dungeon gp to waste? You could buy some logs and firemake or cook it up for decent xp.

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Bones To Bananas (if there are no bones) - Can't cast it then, just like above ground

Cure Other (can these three be cast at full health?) - These heal poison, and only can be cast on someone poisoned, just like above ground

Cure Me - These heal poison, and only can be cast on someone poisoned, just like above ground

Cure Group - These heal poison, and only can be cast on someone poisoned, just like above ground

Monster examine (from a safe spot, eg another room

Humidify (if there are no vials)- Can't cast it then, just like above ground

Vengeance other (if there is a cooldown, how long is it?)

Vengeance (ditto)

Any of the battle spells (snare, stun etc.. on the same target)

 

 

30 secs for vengeance - i guess per person, so in principle i could cast this five times in 30 seconds in a five people party?

 

I know it's much slower, but at least it's free.

 

No, its 30 seconds before you can cast any vengeance spell again, just like above ground

 

 

If you used up all your money you just do another dungeon, duh. And there are already a few ways to train magic constantly. Loads of monsters in deamoheim heal or respawn.

 

There are no monsters that respawn, I don't know what game you've been playing. There are also no monsters aside from the gluttonous behemoth that heal faster than you can deal out damage, and I would love to see anyone sit casting wind strike at it for 15 minutes.

 

cough.. not really.. if you earn 10x more gp but 10x less xp you'd still train at the same rate. (+you also get some dungeoneering xp)

 

If you're soloing, do you really leave thousands of dungeon gp to waste? You could buy some logs and firemake or cook it up for decent xp.

 

With 100k you could maybe buy 20 pieces of food, and even at 99 cooking I still burn raw heimcrab. 100k coins will maybe buy you 1000 fire making exp. There is not a single skill that can be trained effectively in the dungeons compare to above ground. The 20 minutes you spend casting curse spells could instead be spent killing monsters on the surface for 15 minutes (and make 200k) and then spend the next 5 minutes casting ice blitz and you will have made far far more exp than you did in the dungeon.

You make it sound like running through a few level 87 monsters is hard which it really shouldn't be at your level.

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The Base xp you get from magic is 1/10th of what you would get above world magic.

But you still get .2xp for every point of damage from combat spells.

 

Other than combat spells, Compared to above world methods, It would be cheaper AND faster to superheat than to train magic in dungeoneering

 

The only exeption is creating a gatestone which gives the FULL 43.5xp per cast but you must use it after each cast.

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