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slayer neck slot


baileydafrog

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in general, would i be better using split dragontooth necklace with bonecrusher for slayer or saving for the 2 sara necklaces and the arcane stream(?) necklace? i have the intent on having them all eventually, just after seeing views on what my priorities should be, cheers :)

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On everything that drops bones, Demon horn necklace + Bonecrusher is the best option.

Murmur, Whisper, ASN are the best for any other situation or if you wanna bank bones, but the difference between the Sara necklaces and Fury are neglible enough for the Fury to suffice.

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Glory. All day everyday.

.3% crit difference between fury and glory makes no difference in comparison to the extra prayer point bonus of glory.

And cost wise??? Pretty obv choice.

I say that about the murmur and whisper as well.

.5% crit does /nothing/.

Where as prayer drains pretty fast now, so +3 prayer bonus(+ it comes with teleports bruh) > +.5% crit.

 

Just my 2cents on this.

 

Idk about the bone necklaces and etc. Easy prayer xp + no need to bring pray pots to mobs that drop bones seems pretty good to me.

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On everything that drops bones, Demon horn necklace + Bonecrusher is the best option.

Murmur, Whisper, ASN are the best for any other situation or if you wanna bank bones, but the difference between the Sara necklaces and Fury are neglible enough for the Fury to suffice.

 

This other than I'd advise Ranged ammy over fury for ranged if you dont wanna splash the mils for the minor boosting of the sara one

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3 prayer bonus does nothing, demon horn isn't very useful either. Just go with your crit boosting amulets, highest you can.

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Anywhere we can some actual numbers on this? I am on my phone, so I apologize if there is info somewhere already, but there are now two directly conflicting viewpoints in this thread. Would be interested to see if there's been any hard and fast data analysis on whether 3 prayer bonus or a negligible amount of crit makes more of a difference.

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Anywhere we can some actual numbers on this? I am on my phone, so I apologize if there is info somewhere already, but there are now two directly conflicting viewpoints in this thread. Would be interested to see if there's been any hard and fast data analysis on whether 3 prayer bonus or a negligible amount of crit makes more of a difference.

I don't think anyone's torn down Jagex's formula far enough to really know how much of a difference crit or prayer bonuses actually make, if any at all really.

 

But from what I can tell with my prayer drain and damage difference with amulet of glory on or off, the difference is virtually unnoticeable on both ends. My damage doesn't really go up, and my prayer drains at what is essentially the same rate.

 

I wish Jagex would take away this crit crap, and just put on a flat, hard damage bonus. That way it would be easier to tell whether its worth it to spend an extra 3.5m on a fury or 6m on a whisper vs just using the bloody amulet of glory.

 

Though i'm fairly certain that as is, there's really not enough of a difference to call for blowing 3-6m for what is mathematically, minuscule.

 

Look at it this way. .5% of 4000 is 20.

On a 100 sided die, .5% isn't even another side.

 

 

Honestly I believe the soul reason Jagex doesn't swap over to a hard damage scaling for the amulets is because they know if we knew how tiny the change actually is, the amulets would crash like a rock. Xcept for fury, because fury is more a cosmetic thing to begin with.

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They don't use a hard damage stat because that is NOT what crit is and a hard damage bonus would be much weaker than crit attacks.

 

Critical hits on abilities do 25% more damage.

On autoattacks they do 75-125% of max hit.

 

Crit stat is the % boost to chance of doing a crit attack.

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Galco, you underestimate how much criticals do, and you overestimate the cost of a fury. It's barely significant at all, there's really no investment cost-based reason to get a glory.

 

Criticals on abilities equal their max hit, not 25% higher - Wiki agrees on this. That equals an increase of 1% of your base dps for every 1% critical chance.

On autoattacks, criticals are 75-125% of their max hit as Sy said, which also means 1% critical chance equals an increase of 1% of your base dps.

 

1% raw dps boost is a little less than 1% kill speed, it's hard to say exactly how much less especially since you can try to use abilities to lessen overkill, for example using Chain (100% damage) instead of Dragon Breath (188% damage). Say 1% dps increase is .5-1% kill speed increase.

 

In the old system, 1% dps would be roughly 2 strength bonus (136 strength bonus base) or about 1.3 strength levels (125 base).

 

You could consider a fury as having +8.4 strength bonus, Saradomin amulets having +8.8 and the arcane stream necklace at +9.8. Meanwhile glory is at +7.8.

 

Prayer bonus on the other hand does not contribute to kill speed when slaying. It does save money. The prayer drain rate formula hasn't changed, but prayer bonusus got reduced across the board, and drain rates got changed.

 

+3 prayer bonus will give you 10% (of base) more time with the same number of prayer points.

Turmoil/Anguish/Torment and Soul Split drain at 3 points per tick, Rigour/Piety/Augury at 2 points per tick.

If you have just turmoil active, you need 18000 prayer points per hour.

With +3 prayer bonus, you need ~16364. Prayer potions restore up to 317 points per dose. You saved yourself 5.5 doses of potion, amounting to approximately 4200 gp, per hour.

The difference between +10 and +13 prayer bonus is that between 13500 and 12558, saving you 3.5 doses of potion for about 2700 gp per hour.

 

So the choice is between:

a) 3-4k gp per hour, or

b) .15-.3% kill rate.

 

B amounts to 5.4-10.8 seconds saved per hour.

 

That means the gp/h where fury and glory are equal is 3.5k/8s = ~1.6m gp/hour. Saradomin god wars amulets and the arcane stream necklace are still better.

 

Of course these are very rough calculations, but the point is clear I think.

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Galco, you underestimate how much criticals do, and you overestimate the cost of a fury. It's barely significant at all, there's really no investment cost-based reason to get a glory.

 

Criticals on abilities equal their max hit, not 25% higher - Wiki agrees on this. That equals an increase of 1% of your base dps for every 1% critical chance.

On autoattacks, criticals are 75-125% of their max hit as Sy said, which also means 1% critical chance equals an increase of 1% of your base dps.

 

1% raw dps boost is a little less than 1% kill speed, it's hard to say exactly how much less especially since you can try to use abilities to lessen overkill, for example using Chain (100% damage) instead of Dragon Breath (188% damage). Say 1% dps increase is .5-1% kill speed increase.

 

In the old system, 1% dps would be roughly 2 strength bonus (136 strength bonus base) or about 1.3 strength levels (125 base).

 

You could consider a fury as having +8.4 strength bonus, Saradomin amulets having +8.8 and the arcane stream necklace at +9.8. Meanwhile glory is at +7.8.

 

Prayer bonus on the other hand does not contribute to kill speed when slaying. It does save money. The prayer drain rate formula hasn't changed, but prayer bonusus got reduced across the board, and drain rates got changed.

 

+3 prayer bonus will give you 10% (of base) more time with the same number of prayer points.

Turmoil/Anguish/Torment and Soul Split drain at 3 points per tick, Rigour/Piety/Augury at 2 points per tick.

If you have just turmoil active, you need 18000 prayer points per hour.

With +3 prayer bonus, you need ~16364. Prayer potions restore up to 317 points per dose. You saved yourself 5.5 doses of potion, amounting to approximately 4200 gp, per hour.

The difference between +10 and +13 prayer bonus is that between 13500 and 12558, saving you 3.5 doses of potion for about 2700 gp per hour.

 

So the choice is between:

a) 3-4k gp per hour, or

b) .15-.3% kill rate.

 

B amounts to 5.4-10.8 seconds saved per hour.

 

That means the gp/h where fury and glory are equal is 3.5k/8s = ~1.6m gp/hour. Saradomin god wars amulets and the arcane stream necklace are still better.

 

Of course these are very rough calculations, but the point is clear I think.

 

Ahh, that's actually some interesting calculations.

Perhaps I'll go ahead and buy the sara necks then.

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Q, there is one thing I think you are overlooking.

 

What about those Prayer necklaces in combination with bonecrusher?

I for one could stay endless at Hellhounds with soul split on. This is kind of an unique situation. Of course I do believe with fury is faster tasks, but this can me more convenient?

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But why would one want/need to stay there endlessly when your task will only be like 200 of them? I agree that having the demon necklace is broken for staying indefinitely at Armadyl GWD, but the OP is asking stricktly for slayer.

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What about those Prayer necklaces in combination with bonecrusher?

I for one could stay endless at Hellhounds with soul split on. This is kind of an unique situation. Of course I do believe with fury is faster tasks, but this can me more convenient?

Prayer bonus becomes less and less useful, and so does the demon horn necklace. When you have full prayer, nothing's going to improve your prayer ;).

 

Anyway, the math is the same for the demon horn necklace, except that you compare 4.4% or 4.9% critical chance to 18000 prayer points saved per hour (or 24000 or however many you want to keep soul split up often enough - you could soulsplit off an AoE attack for added efficiency, and there's bunyips if you want to save money as well). 18000 prayer points costs about 45k, so even with ss on permanently you have 90k costs per hour, tops. This is with 0 prayer bonus. Since you'll likely be having a higher prayer bonus, the cost is slightly lower, but only a bit.

 

90k gp saving 2.2-4.4% of 60 minutes equals about 80-160 seconds to make 90k gp, 2-4m/h income, assuming 100% soul split, 1-2m/h income assuming no soul split.

 

What becomes important for tasks like hellhounds is that you can recharge prayer at an altar (I used my PoH for this a lot, always with a stack of home tabs when slaying). If you do a 20 minute task with turmoil on, you use up 6000 prayer points, of which 990 are free.

 

So all taken into account I think the breakoff is likelier to be around 2m/h than 4m/h. Demon horn is fairly good then, but not better if you farm torstol for example (unless you really need lots of money & don't want to bosshunt).

 

I am ignoring any loot here, of course if you kill faster you also get more loot per hour to compensate for the costs, but hellhounds don't drop much loot. For dark beasts or similar, you could probably get a bit back in drops (not much though).

Supporter of Zaros | Quest Cape owner since 22 may 2010 | No skills below 99 | Total level 2595 | Completionist Cape owner since 17th June 2013 | Suggestions

99 summoning (18th June 2011, previously untrimmed) | 99 farming (14th July 2011) | 99 prayer (8th September 2011) | 99 constitution (10th September 2011) | 99 dungeoneering (15th November 2011)

99 ranged (28th November 2011) | 99 attack, 99 defence, 99 strength (11th December 2011) | 99 slayer (18th December 2011) | 99 magic (22nd December 2011) | 99 construction (16th March 2012)

99 herblore (22nd March 2012) | 99 firemaking (26th March 2012) | 99 cooking (2nd July 2012) | 99 runecrafting (12th March 2012) | 99 crafting (26th August 2012) | 99 agility (19th November 2012)

99 woodcutting (22nd November 2012) | 99 fletching (31st December 2012) | 99 thieving (3rd January 2013) | 99 hunter (11th January 2013) | 99 mining (21st January 2013) | 99 fishing (21st January 2013)

99 smithing (21st January 2013) | 120 dungeoneering (17th June 2013) | 99 divination (24th November 2013)

Tormented demon drops: twenty effigies, nine pairs of claws, two dragon armour slices and one elite clue | Dagannoth king drops: two dragon hatchets, two elite clues, one archer ring and one warrior ring

Glacor drops: four pairs of ragefire boots, one pair of steadfast boots, six effigies, two hundred lots of Armadyl shards, three elite clues | Nex split: Torva boots | Kalphite King split: off-hand drygore mace

30/30 Shattered Heart statues completed | 16/16 Court Cases completed | 25/25 Choc Chimp Ices delivered | 500/500 Vyrewatch burned | 584/584 tasks completed | 4000/4000 chompies hunted

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