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Extremes vs Overload


Elf Spice

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I want to get my herblore up to get access to extremes at least, but I'm not sure whether I should pay the premium for overloads. How much useful is overloads compared to extremes? I would mainly use them for melee slaying, maybe boss hunting when I'm 138 CB, so the ranged and mage boost from ovls would be wasted. And I probably wouldn't need the def boost later. That leaves attack and strength, so I wouldn't save any inventory space if I went with extreme attack/strength vs ovl/brew. So it would seem that the main advantage of ovl is that your stats don't gradually decrease for 5 minutes, unlike extremes. But my question is this: do your stats from ovl gradually decrease after 5 minutes or do they go instantly back to base levels? What other advantages do ovl have over extremes that I'm overlooking?

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if you don't already have it, get Turmoil with Extremes, then work for Overlaods.

 

Overloads are only really worth using on high def monsters, small boss teams, solos, and corp.

 

The overload keeps your stats boosted for 5 minutes, then they go back to their base level.

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After the overload wears off your stats go back to base level.

 

As for advantages, the main one is that you could brew and keep your stats at the highest levels (if you time it exactly, most likely few hits with lower stats). It is more useful for solos and Corporeal beast (like 6 man team, or solo). Also, it shines at DKs, as it boosts everything at once and allows you to brew still. It is not worth slaying with unless you have a lot of them in my opinion, as they are too expensive, but it depends if you value the herblore exp gained from making the overload (like if you value herb exp at 30 gp/exp, then a 80k 3 dose pot will cost you 14k or so, since you gain 2.2k herblore exp). When brewing though, if you use more than 2 doses of brew, using a super restore will be necessary to get your stats to 99 again, and then they will boost to 125 when your 15 second timer has passed.

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When brewing though, if you use more than 2 doses of brew, using a super restore will be necessary to get your stats to 99 again, and then they will boost to 125 when your 15 second timer has passed.

 

So you're saying if my stats fall below 99 (or whatever my base level is), then overload WON'T reboost my stats?

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When brewing though, if you use more than 2 doses of brew, using a super restore will be necessary to get your stats to 99 again, and then they will boost to 125 when your 15 second timer has passed.

 

So you're saying if my stats fall below 99 (or whatever my base level is), then overload WON'T reboost my stats?

 

It will reboost them but it boosts your stats by 25 I think it is every 15 seconds, so you would have to wait 30 seconds to get to the maximum boost from it again.

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After the overload wears off your stats go back to base level.

 

As for advantages, the main one is that you could brew and keep your stats at the highest levels (if you time it exactly, most likely few hits with lower stats). It is more useful for solos and Corporeal beast (like 6 man team, or solo). Also, it shines at DKs, as it boosts everything at once and allows you to brew still. It is not worth slaying with unless you have a lot of them in my opinion, as they are too expensive, but it depends if you value the herblore exp gained from making the overload (like if you value herb exp at 30 gp/exp, then a 80k 3 dose pot will cost you 14k or so, since you gain 2.2k herblore exp). When brewing though, if you use more than 2 doses of brew, using a super restore will be necessary to get your stats to 99 again, and then they will boost to 125 when your 15 second timer has passed.

 

I hate this "overloads are too expensive" crap. Its a logical fallacy, which is only true in a few situations. If you used overloads to get herb xp at around 32 gp/xp, then the potion is technically free to use, and vis versa. (Free xp but pay for the pot) The only time they "cost" to use is if you don't value herb xp.

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I hate this "overloads are too expensive" crap. Its a logical fallacy, which is only true in a few situations. If you used overloads to get herb xp at around 32 gp/xp, then the potion is technically free to use, and vis versa. (Free xp but pay for the pot) The only time they "cost" to use is if you don't value herb xp.

 

Most players don't value herb exp past 99.

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If you only get extremes instead of overloads then the major and best moneymakers will still be unreachable for you- solo td-s, solo dk-s and solo bandos, even at frost dragons you'd be losing 200k an hour by not using them. They aren't anything amazing for slayer, but if you've got the money they are certainly better than extremes(as you kill things 2-6% faster).

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I'd get extremes and turmoil first, then overloads. Personally, the only things I use overloads for are corp, gwd depending on the boss, tds when I'm bored (extremes are fine there imo) and familiarisation. In most other situations, extremes are sufficient.

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