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Cannoning Daggonoth xp/cost/charms


Samaster

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Planning my next crazy stint of gainz...

 

How much xp can I expect for summoning, constitution and range if I use DMC and afk with auto retaliate and revolution on. Charming Imp set to destroy golds and greens.

 

Whats the best non degradable setup for doing this?

How many cballs an hour would be used?

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  • 2 weeks later...

I'm aware Dagannoths are the topic, but I'd like to note that Tormented Demons are probably the most efficient monster for charms.

 

Tormented Demons are about 1 blue charm and 0.66 crimson charms per kill. They're also 50k gp a kill (a bit more assuming Legendary Pet, +10k gp more in honesty). 150 KPH (or more) is possible. Assuming these numbers and Geyser Titan/Pack Yak training combo, it's approximately 160k summon xp/hr in charms and 7.5m (no Legendary Pet) or 9m gp/hr (assuming Legendary Pet) in gross profits. It's also 350k combat xp/hr (divided between two combat skills, however) and 115k constitution xp/hr.

 

Blue charms are more valuable than crimsons for xp and time. Assuming you're going for 200m xp on double XP weekend, you'll spend 585 hours at Tormented Demons getting enough charms, assuming you're already 99 summoning. You'll have about 88k blue charms and 59k crimsons... And 5.2b gp. And 205m combat xp (so ideally 102.5m range/102.5m mage) on top of 67m constitution xp. You'd have to spend at least 1.7b gp to use the charms, which would have to be obtained somewhere other than Dagannoths (which are a loss); at Tormented Demons, you made 3x that much, so the gp is already available.

 

Of course, Tormented Demons can't be AFKed. Dagannoths are slightly more summing xp/hr, overall, and much more range and constitution xp/hr. But you'd have to spend time making money elsewhere, which makes the Dagannoth method longer. Assuming Dagannoths are a generous 500 crimsons/hour (I think 450 is the upper maximum over time), that's 440 hours at Dagannoths (assuming Pack Yak; 430 hours assuming Steel Titan). Assuming RSWiki is right, that's 2000 Dagannoths killed an hour, so 443k range xp and 147k constitution xp. You'd have 220k/215k crimsons and need to make 1.3b gp either way, so you go to Araxxor and spend 92 hours (assuming 14m gp/hr). You now have 200m summon xp, 190m to 195m range xp, 63m to 65m constitution xp, and 0gp, spending 512 to 522 hours on this quest... You'd spend 73 to 83 more hours at Tormented Demons for essentially the same summoning xp, the same combat xp (spread between two skills, however), slightly more constitution xp, and 3.5b gp. Not to mention you'd spend almost half the time on double xp weekend (a total of 147k charms from Tormented Demons, compared to 220k from Dagannoths). You'd have to spend 250 hours at Araxxor for 3.5b gp.

 

tl;dr: On the road to 200m summon, you'd spend 585 hours at Tormented Demons only, compared to 510 hours at Dagannoths (430 hours) and an active moneymaking activity (70 hours). At Tormented Demons, you'd end up with 205m combat xp (split between two styles), 67m constitution xp, and 5.2b gp (3.5b assuming you spend 1.7b on summoning training). At Dagannoths + moneymaker, you'd end up with 190m range xp, 63m constitution xp, and 0gp. You'll also spend almost 2x as much training on double xp weekend if you choose Dagannoths over Tormented Demons, which takes away from other skills you could be training.

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I made this a while ago but hopefully it help it some questions

 

http://forum.tip.it/topic/320066-cannoning-dagannoths-for-charms/

 

However, it is quite outdated and images not working =/...

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

 

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I made this a while ago but hopefully it help it some questions

 

http://forum.tip.it/topic/320066-cannoning-dagannoths-for-charms/

 

However, it is quite outdated and images not working =/...

 

It might be old but not outdated. I just completed trips trips using the same info on that guy yesterday/today. I did add data from today's trip. Also update some picture so hopefully they work again.

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I made this a while ago but hopefully it help it some questions

 

http://forum.tip.it/topic/320066-cannoning-dagannoths-for-charms/

 

However, it is quite outdated and images not working =/...

 

It might be old but not outdated. I just completed trips trips using the same info on that guy yesterday/today. I did add data from today's trip. Also update some picture so hopefully they work again.

 

 

There have been made changes to the way the aggressiveness of the Daggonoth works. It the bigger picture, it might do fine, but then it is not really a guide anymore, is it?

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.

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  • 2 weeks later...

I'm aware Dagannoths are the topic, but I'd like to note that Tormented Demons are probably the most efficient monster for charms.

 

Tormented Demons are about 1 blue charm and 0.66 crimson charms per kill. They're also 50k gp a kill (a bit more assuming Legendary Pet, +10k gp more in honesty). 150 KPH (or more) is possible. Assuming these numbers and Geyser Titan/Pack Yak training combo, it's approximately 160k summon xp/hr in charms and 7.5m (no Legendary Pet) or 9m gp/hr (assuming Legendary Pet) in gross profits. It's also 350k combat xp/hr (divided between two combat skills, however) and 115k constitution xp/hr.

 

Blue charms are more valuable than crimsons for xp and time. Assuming you're going for 200m xp on double XP weekend, you'll spend 585 hours at Tormented Demons getting enough charms, assuming you're already 99 summoning. You'll have about 88k blue charms and 59k crimsons... And 5.2b gp. And 205m combat xp (so ideally 102.5m range/102.5m mage) on top of 67m constitution xp. You'd have to spend at least 1.7b gp to use the charms, which would have to be obtained somewhere other than Dagannoths (which are a loss); at Tormented Demons, you made 3x that much, so the gp is already available.

 

Of course, Tormented Demons can't be AFKed. Dagannoths are slightly more summing xp/hr, overall, and much more range and constitution xp/hr. But you'd have to spend time making money elsewhere, which makes the Dagannoth method longer. Assuming Dagannoths are a generous 500 crimsons/hour (I think 450 is the upper maximum over time), that's 440 hours at Dagannoths (assuming Pack Yak; 430 hours assuming Steel Titan). Assuming RSWiki is right, that's 2000 Dagannoths killed an hour, so 443k range xp and 147k constitution xp. You'd have 220k/215k crimsons and need to make 1.3b gp either way, so you go to Araxxor and spend 92 hours (assuming 14m gp/hr). You now have 200m summon xp, 190m to 195m range xp, 63m to 65m constitution xp, and 0gp, spending 512 to 522 hours on this quest... You'd spend 73 to 83 more hours at Tormented Demons for essentially the same summoning xp, the same combat xp (spread between two skills, however), slightly more constitution xp, and 3.5b gp. Not to mention you'd spend almost half the time on double xp weekend (a total of 147k charms from Tormented Demons, compared to 220k from Dagannoths). You'd have to spend 250 hours at Araxxor for 3.5b gp.

 

tl;dr: On the road to 200m summon, you'd spend 585 hours at Tormented Demons only, compared to 510 hours at Dagannoths (430 hours) and an active moneymaking activity (70 hours). At Tormented Demons, you'd end up with 205m combat xp (split between two styles), 67m constitution xp, and 5.2b gp (3.5b assuming you spend 1.7b on summoning training). At Dagannoths + moneymaker, you'd end up with 190m range xp, 63m constitution xp, and 0gp. You'll also spend almost 2x as much training on double xp weekend if you choose Dagannoths over Tormented Demons, which takes away from other skills you could be training.

I would love to know how to kill TDs efficiently. Maybe a stupid question but how do people kill them fast?

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I would love to know how to kill TDs efficiently. Maybe a stupid question but how do people kill them fast?

Here's a couple quotes of some relevant stuff I've posted in other places:

 

Have two ability bars, one for Range and one for Magic. I have Magic bound to "A" and Range to "S." Each bar will have the related combat abilities for the rotations (provided below). I also have Piercing Shot on each bar for wasteless usage of Holy water (below). The proper level 95 offensive prayer and Void helmet switch are on the same spot each bar, so I can press "AXZ" or "SXZ" after clicking on my weapon (currently I use two-handed Magic [Noxious staff] and Range [Noxious longbow]; if you use dual-wielding, have the off-hand bound to another slot like the Void helmet and prayer).

 

By clicking the weapon, you interrupt combat, and won't use an auto-attack. Auto-attacks interfere with the ability rotations that do as much burst DPS, factoring in the prayer switch mechanic.

 

The rotations are pretty simple, all things said and done. For range, you use Dazing Shot / Needle Strike followed by one of Shadow Tendrils, Snap Shot, or Bombardment, in that priority. Most probably you'll use Snap Shot over Shadow Tendrils due to the long cooldown on the latter and potential less-than-safe lifepoints, but try and use Shadow Tendrils as often as possible if you can.

 

For magic, it's a bit more complex. Sonic Wave / Concentrated Blast (cancel early) followed by Wild Magic is hands down the best. Of course, that can be on cooldown, in which case you should use Asphyxiate followed by Wrack. As long as you don't do over 3100 damage with the first ability (Sonic Wave / Concentrated Blast in the preferred rotation, or the first hit of Asphyxiate), you'll always land two more hits before the Tormented Demon switches its prayer.

 

The rotations provided are probably the absolute best for burst DPS. You are pretty much guaranteed to deal over 3100 damage, even if one of the hits happens to roll low damage or even misses. As a result, you should immediately switch gear after using the last ability of each rotation provided. Never wait for the overhead to change; that's potentially 1-2 more abilities each potential switch. A few times per hour, the rotations won't deal over 3100 damage, so you'll have to switch back, which will cost you upwards of maybe 3-6 abilities, depending on reaction time, once every 20 minutes, which is vastly more efficient than wasting 1-2 abilities every 5-6 seconds.

 

However, try not to waste the these rotations when you would deal massive overkill. Instead, finish the Tormented Demon off with some powerful basics, or even Sacrifice if it's low enough health. For this reason, I have Dragon's breath on the Magic ability bar and Snipe on the Range ability bar, even if they're not used in any of the burst DPS rotations.

 

I suggest having the three overhead prayers on your ability bars as well, and perhaps even Soul Split. Keep them in the same spot for both bars, of course, so you can use the same keys to switch, regardless of your current combat style.

 

As far as other mechanics, luring is inferior to just killing them fast enough and hanging around the four furthest pillars at the corners of the plinth where the Stone was. At most, you'll have to run to one side of the pillar when another notices you--but this is a good thing! It means you don't have to run around the giant chamber and instead can pretty much kill and move on to the next one with minimal waste.

 

If you aren't comfortable having 2+ on you at a time (most assuredly this will happen your first few trips until you get your muscle memory configured), simply lurk around the southern spot. Kill the most western one, then the middle, and then east, and repeat. I'd advise a very low population world, as well; until you get the hang of it and get sub-25 second kills, they may spawn too fast.

 

When you get the hang of it, you can switch between overheads really easily, which will come in handy if you are engaged by multiple Tormented Demons. As long as their attacks don't land at the same time, you can ensure you take no damage by switching prayers right before each attack would damage you. I believe the attack speed is based on how far from the Tormented Demon you are, which can complicate it a little bit. Soul Split flashing is great to recover chip damage, as well.

 

Technically, you don't need much healing. Overheads provide complete protection (much like they do with TzTok-Jad). I survive with an Elite Enhanced Excalibur and Soul Split flashing. Worse comes to worse, I use a few sips of a Saradomin brew flask, but I maybe have to touch it once every other trip. If you can, use a Blood amulet of fury. The minor healing helps a lot.

 

Prayer restoration is tricky, especially if you use the 95 prayers and Soul Split flashing when necessary (and you should!). If you bring a Beast or Burden (or a Legendary Pet, which is optimal because of the Scavenge ability)[1] , it's no issue. Even better, however, is if you have a Demon horn necklace and an attuned ectoplasmator, because you simply won't need prayer potions at all. Simply bring the ectoplasmator and equip the Demon horn necklace after each kill. Infinite prayer! Depending on the cost of ghostly essence, this inflicts a constant cost of 400 gp per kill. I still think it's worth it for convenience.

 

To knock down the shields, I highly suggest making some Holy water. Queue Piercing Shot, attack the Tormented Demon, and then switch to your primary weapon. You can use use an ability and then immediately switch to Holy water (or Darklight, I suppose), but it ends up being worse if you can't time it every kill. I use maybe two vials a trip at most, depending on various factors. Optimally, you won't use any.

 

I'm pretty sure that's about it. With tier 90 weapons, I get 150+ KPH; factoring in the costs of the weapons and consumables, I end up making 10m gp/hr consistently enough. I believe that's on par with typical solo Nex rates, although it's obviously inferior to Araxxor. Still, it's leagues ahead of most other solo PvM at this time.

I'd like to note, if you use two ability bars and have some extra gear for each style, having your range gear (off-hand weapon, helmet switch, and/or offensive prayer) on your mage bar and your mage gear (same story) on your range bar is more optimal (or range/melee, or mage/melee, whatever; I just use range/mage personally). You'd change gear and then switch to the corresponding bar. Ensures you can use the right abilities and deal maximum damage without having a small delay before your gear is equipped and prayers are switched.

For the record, dragon limbs are 1:250. Dragon claws are 1:250. Armor pieces or something like 1:300-1:400. I've gotten 166 limbs, 166 claws, and 115 armor pieces in approximately 42,000 kills. Limbs move very slowly between 9m and 15m, with occasional spikes during the process. Right now they're near or at the lower end. Generally it's tied to new PvM or combat content when ascension crossbows rise in demand. Average loot otherwise is ~10k. More often than not, using a legendary pet or some other means to pick up random drops is worth more than even 20% KPH increase, though it largely depends on what prices limbs are at (or what prices you sell the limbs at).

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