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[Completed] silverhawk feather/agility xp calculator

Featured Replies

Hey tippers, I was wondering why isn't there a silverhawk feathers agility calculator? I feel it would be incredibly helpful to figure out how many u would need ofc minus bxp to get to a certain lvl. anyway we can find a way to do this?

ZeroSiggy01.jpg

Unreal Tournament player also

I believe each feather gives 1/10 of the exp you'd gain from a small lamp

Tranquil.png

 

[2:21:46 PM] Baldvin | Leik: these comp reqs are so bad

[2:22:36 PM] Arceus Dark: Time to get...req'd?

  • Author

well all i know is, as the lvl chances so does ur xp like a lamp, but even a small agility lamp i would get more then 8k xp at me lvl so idk if its 1/10 of the xp, thats why i asked

ZeroSiggy01.jpg

Unreal Tournament player also

Find me the rates and you'll have yourself a calculator. ;). I would look into it, but my time over the past week and over the next few days (funeral stuff) has/will be limited.

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When recharged the boots have up to 500 charges. Whilst equipped each charge gives Agility experience equal to 10% of the XP rewarded from a small XP lamp. They require a minimum of 1 Defence to wear, and can have their stats changed in increments of 10 up to level 60.

 

So that's what, 860ish at 99. 1720ish with bonus experience

 

[bleep] OFF HOW ARE U SO [bleep]ING LUCKY U PIECE OF [bleep]ING SHIT [bleep] [bleep] [wagon] MUNCHER

 

 

Alright. Just to let ya's know, I put a bit of work into it tonight.

 

I've finished the functions which return feather XP based on level and that calculate feathers needed from level/XP to level/XP. Rewrote my methods for calculating level and XP - which will speed up large future projects. For anyone who's interested, I used to use:

 

 

        function toLevel(n){
            for(i=1;i<=127;i++){
                if(n>=toXP(i)&&n<toXP(i+1))
                    return i;
            }
        }
        function toXP(n){
            var p=0;
            for(l=1;l<=128;l++){
                if(n==l)
                    return l!=127?Math.floor(p/4):200000000;
                p+=Math.floor(l+300*Math.pow(2,l/7));
            }
        }

 

That approach seems to be what's used across most sites. It works well, though for large projects I've rewritten them to:

 

 

Number.prototype.toLevel=function(){
	var valueOf=Math.round(this.valueOf());
	if(valueOf<=0||valueOf>=200000000)
		return valueOf<=0?1:126;
	for(var index=1;index<=127;index++)
		if(valueOf>=index.toXP()&&valueOf<(index+1).toXP())
			return index;
};
Number.prototype.toXP=function(){
	var levelIndex,totalXP=0,valueOf=Math.round(this.valueOf());
	if(valueOf<=1||valueOf>=127)
		return valueOf<=1?0:200000000;
	if(typeof Number.prototype.toXP.arrayOfXP=='undefined'){
		Number.prototype.toXP.arrayOfXP=new Array();
		for(var index=1;index<=125;index++)
			Number.prototype.toXP.arrayOfXP[index+1]=Math.floor((totalXP+=Math.floor(index+300*Math.pow(2,index/7)))/4);
	}
	return Number.prototype.toXP.arrayOfXP[valueOf];
};

 

This way, the first time the method is called it will create/calculate the array of XP. Each call after that, it won't have to loop a potential 126 times (231 times with a single toLevel() call) and calculate each XP - it'll just grab it from the array.

 

Anyways, enough babbling - the calculator will be finished tomorrow. Just wanted to get under the hood finished today. Making it pretty and usable will be tomorrow.

09144a99bb.png

I still don't see what's wrong with having it as is - if it's not meant to be called on a specific number then it won't be. But it's much easier to have it as is because of:

variable.toXP();

or

$('#someLevelInput').val().toXP();

or even

(120).toXP();

 

What's the downside to having it as is?

09144a99bb.png

It's standard practice in JavaScript. >.<

 

Edit - In any case, the calculator is finished and public here:

http://www.tip.it/runescape/pages/view/silverhawkCalculator.htm

 

It can be accessed via the special calculators page found here:

http://www.tip.it/runescape/pages/view/special_calculators.htm

 

I think I got the XP rates very close. The only thing that'd be incorrect is whether or not the XP rates are rounded or floored. Knowing Jagex, I went with floored. In any case, it wouldn't be off by much.

 

Due to it having to do fairly big calculations, slower computers may not like it. For example, to calculate the feathers required for level 1 to 200M XP, it has to loop 243406 times. :P.

 

The inputs support things like 12.3K, 1.2M, etc. ;).

 

 

 

Cheers.

09144a99bb.png

Actually the exp is not rounded. It is 10% to the single digit.

 

For example at 99, it would give 860.2 exp each, however we would see just 860 exp and the occasional 861.

Our deepest fear is not that we are inadequate. Our deepest fear is that we are powerful beyond measure. It is our light, not our darkness that most frightens us. We ask ourselves, 'Who am I to be brilliant, gorgeous, talented, fabulous?' Actually, who are you not to be?~ Marianne Williamson

 

For account help/issues, please follow this link:

Account Help

. If you need further assistance, do not hesitate to PM me or post here.

Thought I'd mention...

 

I updated it to account for Miss Lioness' input.

 

Ambler also recommended that I include bonus experience. The calculator's been updated to reflect this.

 

Also, because large calculations could take up to 3 seconds on slower computers, I stopped it from calculating/planning every time an input lost focus or user pressed enter. To calculate now, click the "Tip Me!" button after filling out all the information.

 

Silverhawk Calculator And Planner.

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Sorry for bumping this thread again, but it now shows cost. Feathers exceeding 200M XP will not be counted toward the cost. Cost is based on market value of the Silverhawk Feathers.

09144a99bb.png

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