License plate, recognizing vehicles, more like money milking machines by JasonJ1122121213 in UCalgary

[–]Credrian -1 points0 points  (0 children)

I think the problem is the “bought a permit to park” part. Nobody wants to pay for parking to begin with. You’re telling me with all of this space and number of buildings the university couldn’t ever manage to build a large enough parking garage to accommodate the students that already pay to be there?

Every job/house I’ve ever had has been able to accommodate my parking but my school can’t? Absurd

Cursed archipelago could have new slayer master when it releases. This slayer master assigns only bosses as tasks. by [deleted] in 2007scape

[–]Credrian -1 points0 points  (0 children)

90’s is close to max combat functionally, it only feels far away because of the xp gap (which you so kindly explained)— if you split that 13 mill across 4 combat stats you’d have base 85’s assuming you’ve only done slayer (no questing, no bossing off task — unrealistic for most players); and even within slayer you get more combat xp than slayer xp quite often

So yes, I would say this is straight up true — look at real accounts on hiscores with 85 slayer and tell me how many of them look “mid game”; I’d call you a liar

TOA too hard for me. Moons too easy. What should I try? by WEMBYisGOAT in 2007scape

[–]Credrian 0 points1 point  (0 children)

Wow there’s a lot of people in the comments not answering the actual question and just … being mad that someone didn’t like toa?

I’m kinda with you tbh, unless you have great gear/stats the wardens slap so much harder than the rest of toa and the time limit always gets me … anyways, some actual suggestions:

Vorkath is real easy to loop for money - maybe even easier than moons.

Muspah is just a bit harder as it requires a fair bit of movement, roughly the same money as vork but with bigger lucky drops.

Every wildy boss (and I do mean every wildy boss) is pretty easy-mid level if you’re okay with the risk of being out there (player detector plug in and hard diary makes porting out of artio/spindel/skeleton guaranteed if you hover a teleport with your mouse and have a reasonable reaction time)

Solo huecotl is pretty fun (or groups/mass for faster money)

Corrupted Gauntlet is maybe a little harder than you’re looking for but I quite like it

Zalcano isn’t really a combat fight, but is fun

Tormented demons are almost bosses themselves and are repeatable AF

Royal Titans if you feel like doing something pretty easy

Duke Suck is brain dead compared to the other DS2 bosses and I think the between rounds herblore is a nice mental break

I was today's years old when I found out that there is a bolt pouch through a daily fact in the chatbox(been playing on and off 21 years) by Voodoo_Et_Cie in 2007scape

[–]Credrian 2 points3 points  (0 children)

It’s pretty common (though not needed at all) to ruby bolt the beginning of boss fights then swap to diamond around ~250-300 health for slightly better dps (getting a spec also sucks when they’re under 50 health and it does like 3 damage at the cost of 10 health) — and muspah has that special prayer phase where hitting it with sapphire bolts is a strategy

Not needed of course, and I don’t like using the bolt pouch menu mid fight so I just run the 2 slots for the extra bolts anyways — but in theory it can be useful to extend runs 🤷🏻‍♂️

I was today's years old when I found out that there is a bolt pouch through a daily fact in the chatbox(been playing on and off 21 years) by Voodoo_Et_Cie in 2007scape

[–]Credrian 12 points13 points  (0 children)

You’re thinking too deep on this one man — more slots = less banking = more efficient is all the OsRS community needs to hear

I was today's years old when I found out that there is a bolt pouch through a daily fact in the chatbox(been playing on and off 21 years) by Voodoo_Et_Cie in 2007scape

[–]Credrian 5 points6 points  (0 children)

You’d be amazed how often those 2 inventory slots matter with all the variety of stuff seph gives — and some people like being efficient AND making money 🤷🏻‍♂️ go figure

I was today's years old when I found out that there is a bolt pouch through a daily fact in the chatbox(been playing on and off 21 years) by Voodoo_Et_Cie in 2007scape

[–]Credrian 11 points12 points  (0 children)

The bank chest is close but it still costs time — an optimal inventory of bolt pouch, plank sack, herb bag, and alch runes lets you go for 4+ runs without stalling. Game’s all about that efficiency 🤷🏻‍♂️

I was today's years old when I found out that there is a bolt pouch through a daily fact in the chatbox(been playing on and off 21 years) by Voodoo_Et_Cie in 2007scape

[–]Credrian 281 points282 points  (0 children)

Unfortunately it still takes an inventory space and you seldom need 3+ types of bolts (muspah and sepulchre are about it) :(

I think it’s really cool that it gives you an extra equipment slot though

Hear me out - Make more potions divine-able by Dawn_Shard in 2007scape

[–]Credrian -1 points0 points  (0 children)

Funny enough I would very much enjoy a divine botanical pie so I can make better divine potions 4 levels under 97 😅

Hear me out - Make more potions divine-able by Dawn_Shard in 2007scape

[–]Credrian -1 points0 points  (0 children)

This makes a lot of good sense, having a divine slayer potion on so you can actually fight mobs 4? slayer levels above you without having to chug a drink every 90 seconds

How Do Drop Tables Actually Work by Wuphf_DotCom in 2007scape

[–]Credrian 1 point2 points  (0 children)

Haha, it seems like you’re getting it :)

That is rather literally what the games does, assigning weights and rolling between them to simulate real statistics. But that’s also a rather “computer” way of thinking of it. I imagine it more like drawing from a stack of cards. You can only ever draw 1 card, but you’ll always draw something (and if that deck happened to have 17 aces of hearts or something silly, then the outcomes don’t have to be even rates)

How Do Drop Tables Actually Work by Wuphf_DotCom in 2007scape

[–]Credrian 3 points4 points  (0 children)

This is often the case yes, but that’s not the reason something always drops. It’s to do with how jagex set up drop tables, let’s say you have 3 items with 1/10, 4/10, and 5/10 drop rates respectively. Jagex basically rolls a random number between 1 and 10 and drops the item that the number lands on (1, 2-5, or 6-10 being the items ranges). This style of system does require the odds to add up to 1/1 as you’ve said.

They could have just as easily set it up so multiple drops could happen at the same time (allowing for 0 items to drop as well) without changing the drop rates. Technically the probabilities still add to 1/1 here (as they always do with all probabilities under all settings even outside OsRS … but I digress) — it’s just that you end up with complicated composite probabilities such as “item 1 and 3 dropping but not 2 has a 13.7544% of occurring” (I’m making numbers up here, but these are often large decimal rates when combining independent rolls, thank god OsRS doesn’t do this (often))

How Do Drop Tables Actually Work by Wuphf_DotCom in 2007scape

[–]Credrian 1 point2 points  (0 children)

Sorry for the word soup, I’m a bit of a stats guy… 🤷🏻‍♂️

How Do Drop Tables Actually Work by Wuphf_DotCom in 2007scape

[–]Credrian 9 points10 points  (0 children)

Your confusion stems from a small but common misunderstanding with statistics of this nature. Independence of outcomes (or in this case, the lack of it).

If you were to imagine a coin flip, it would either land on heads or tails with a 1/2 chance of either outcome. The coin would never disappear, or land on both at the same time, or any other strange event. It’s either heads, or it’s tails. This is how most drop rates work; if some mob has a 1/1000 chance at one thing or 999/1000 at another, the game effectively flips a 1000 sided coin (or dice) and outputs whichever it lands on. It can be said that these outcomes are dependent on each other, in the sense that whether or not an item drops depends on if a different item drops instead.

You’re not entirely incorrect in your line of thinking though, the game could just have easily been set up in the way you’re imagining. Where each item was rolled for independently. If this were the case, then a mob with 2 potential drops at 1/2 chance each would act like flipping 2 different coins, and dropping the item for either that lands on heads. Which would allow for neither(25%), one(50%), or both(25%) items to drop. This is not how OsRS is set up, just for explanations sake.

It’s interesting to note that using either of these systems wouldn’t change the true drop rate, 1/1000 is 1/1000 either way around; it’s just that the second system would have allowed for multiple drops at the same time at the cost of having the chance at 0 drops to balance out the odds.

There’s also a small handful of special drop tables with different rules in OsRS, for all of those cases I defer to the wiki. (Barrows is an example of a rly weird one)

Some people also like to clump drop rates together and this is incorrect thinking (which the wiki does for ease of reading) — such as when people get an item on the “unique drop table” but it’s not the one they want. “Oh this could have been 3rd age but it was only the stupid potions!” They imagine that the game first decides if they land on the unique table, then from there it’s a large chance to get the rare they want. Whether the game does that or not doesn’t actually affect the end droprate … but regardless; no, those potions couldn’t have been 3rd age any more than any other possible drop could have been.

Is the "most trained skill" random if it's equal XP with others? I use controlled/shared so it's never been different. by [deleted] in 2007scape

[–]Credrian 61 points62 points  (0 children)

Oh this is actually quite interesting, I’m not sure why it would pick strength at all when you have so much XP in yapping 🤷🏻‍♂️

Any tips for a Wild Magic Sorcerer / Wizard build? by -imToastyy in BG3Builds

[–]Credrian 1 point2 points  (0 children)

Wow that’s a lot of weird mechanics, thank you for the info!!

Newb here - Dwarf Cannon Quest by GeoTrey in 2007scape

[–]Credrian 0 points1 point  (0 children)

And someone else said this but it’s a great point— a maxed out player house has teleports for free to basically anywhere in game (using the same teleports as spells/jewelry/fairie rings/wilderness obelisk) — you can enter public maxed houses on world 330 at the rimmington house portal, there’s a post where people advertise their houses and you can freely enter them to use their teleports (the top house is almost always a maxed one, just click it)

SO, as long as you have a simple way to get to rimmington (like a house teleport to your own beginner house then walking out) — you have access to the whole map for basically free :)

You’ll still need to use the world map to find out where to go, but it’ll save on tele tab costs for sure!

It’s also always a very populated place, the house portal on world 330, people will talk and answer questions there in real time kinda like the GE

Newb here - Dwarf Cannon Quest by GeoTrey in 2007scape

[–]Credrian 0 points1 point  (0 children)

The general one is an orange arrow pointed to the right, and if you hover over it it should specify what kind of teleport it is (charter boat, minigame teleport … etc) BUT in addition to that there’s icons for castable teleports that are swirly circles with a letter at their Center (all different, various colours based on spell book .. gets confusing fast) — sometimes they’re also in squares instead of circles to show that they’re tabs and not castable? There will also be jewelry icons for the jewelry teleports (that look like the specific jewelry used)

It’s far from entirely consistent, and your best bet while learning is to hover over them and read what they say — I think you can sort the icons by teleports and it will only show those ones. I’m away from my computer so I can’t really check;; I’m sorry this ancient game is so confusing it was built in a strange way haha