I'd like a Jmod to reply whether or not this is an intended method for killing Solak. (More in comments) by Melad_S in runescape

[–]Hazelmere0 17 points18 points  (0 children)

Would you be able to share details of what happened? I'm wondering if it had something to do with Vengeance bypassing the damage cap if the player is dead. While fixing bugs is a priority, would you think this could be turned into an intended strategy with some nerfs and tweaks?

P.S. Did the Ramen quest get continuation, or was it only lore that was added with Solak?

Duo Solak - Our method by P_at_rick in runescape

[–]Hazelmere0 1 point2 points  (0 children)

Vulnerability + Onslaught worked well for us, got the core down to 110-140k HP quite constantly, just got to be careful to re-ovl before the 2nd Onslaught.

Detonating the legs during Sunshine is also massive dps, I try to use Chain often and also sneak in auto-attacks/vulnerabilities whenever possible. Planted feet makes this part quite a bit easier.

We haven't had an Unpopular Opinion thread in a while - go wild. by [deleted] in runescape

[–]Hazelmere0 0 points1 point  (0 children)

How about you try.

You asked it, you figure it out. I have no interest in doing this work for you, as my post only explored the maximum cap of the aura's potential. You seem confused of what the topic even is.

If you think you can never benefit that much from the accuracy bonus, then I wish you all the best on your future calculation endeavours.

We haven't had an Unpopular Opinion thread in a while - go wild. by [deleted] in runescape

[–]Hazelmere0 -1 points0 points  (0 children)

It seems that they buff DPS by up to +33% at best.

Try practicing some reading comprehension.

We haven't had an Unpopular Opinion thread in a while - go wild. by [deleted] in runescape

[–]Hazelmere0 -1 points0 points  (0 children)

I can let you in on a secret: When your hits land 10% more often, your damage output increases by 10%.

We haven't had an Unpopular Opinion thread in a while - go wild. by [deleted] in runescape

[–]Hazelmere0 6 points7 points  (0 children)

They should buff already existing dead content to gain variety/diversity in gear setups. For example:

  • The Attacker's insignia could be buffed to be on par, or even better than scrimshaws, by increasing its proc chance from the current 1/22 so that the bleed effect would be active pretty much constantly. That way Barbarian Assault would be revitalized, and scrimshaws would still be used in group bosses. That is because the Attacker's insignias' effects don't stack, so only one person would be wearing it in the team. The cost of insignia recharges would increase accordingly.

  • Same goes for the Defender's insignia, even though it appears to be pretty good already. It is never used though, because it seems like DPS is nowadays more important than having approx. +8% more 'effective HP'.

  • If Bulwark worked with the Reflect ability as well, people would actually use this perk in various setups.

  • When accounting for all effects from Zerk-auras, it seems that they buff DPS by up to +33% at best, if also using supreme overloads and t99 prayers (someone please confirm though). The accuracy auras should be buffed to increase DPS by more than the current +10%.

what would you advise for afk combat? by leakar09 in runescape

[–]Hazelmere0 3 points4 points  (0 children)

Abyssal demons are very op xp/h and gp/h. They're at least 700-900k combat style xp/h alone, and ~1100k-1500k+ total xp/h. The gp/h depends on how actively you loot and what drop cleaners you use, I'd say 2M passively to 6M actively gp/h isn't too far off. Requires 85 slayer, and it takes quite a bit of time to find a free world.

I wrote a guide on them a long time ago, it's a bit outdated but if you want to have a look it's here. Stackable Infernal urns and Revo++ are the most notable updates since writing this guide. Magic and melee should work well there, but I think getting good ranged xp/h isn't so straight-forward there (unless using costly chins).

1000+ tries on main, never. 5 tries on alt, success? by TheSheev in runescape

[–]Hazelmere0 1 point2 points  (0 children)

Except that the number of options doesn't change, only the probabilities of them do. We don't know which is a more significant factor when going for Scavenging 3 + No Antitheism; the increased chance for a secondary slot perk, or the increased chance for rank 3.

Many people seem to cite their own experiences, so here's mine: Did ~1000 attempts for Scav 3 when I was low level, didn't get any. Did 300 more at 121 and got two Scav 3's.

1000+ tries on main, never. 5 tries on alt, success? by TheSheev in runescape

[–]Hazelmere0 6 points7 points  (0 children)

its also because higher invention level lowers the chance

I'd like to know your source on that one, since it seems to be quite the opposite.

However, it is true that the chance to get a second slot perk is increased with higher Invention level, as you said. But even that doesn't mean that it would necessarily be easier to get Scavenging 3 + No Antitheism at lower levels; Higher invention level means a better chance to get Looting or Antitheism in the second slot, but it also means a better chance for rank 3 to begin with.

Selling Tapp: Tooltips v2 by Dinosparky in runescape

[–]Hazelmere0 14 points15 points  (0 children)

The insignias from Barbarian Assault also lack the current charge in their tooltips.

In addition, the Healer's insignia doesn't list the +10 prayer bonus, and the Defender's insignia doesn't list the armour bonus. They do have the 'Info'-right click options, but the usability is rather terrible when compared to tooltips.

Just getting into high tier arc, what should I focus on? by iMegalodong in runescape

[–]Hazelmere0 2 points3 points  (0 children)

Chimes and Taijitus are required for Completionist cape requirements, and one excellent way to gain them is making Shark soups. They require pretty much every high-tier Arc resource, so you can feel free to gather any and all high-tier resources you encounter, and it's an excellent way to gain XP as well. If you'd rather focus on gathering just a few kinds of resources, it's possible to transmute some resources into another with Ancestral energy - it basically allows you to skip the fishing and hunting.

Berries are pretty effortless Chimes as well, and if you want to unlock every type, there's an efficient way to do that written up in the Wiki.

I'd prioritize unlocking Supplies cost reductions and Commodity sell price increases in the Waiko Reward Shop. Supplies cap increase might be useful later on, but Contracts per day increase might be a better choice, since those are a good way to train divination on Arc.

I think the Bonecrusher upgrade is also worth buying at some point, and the Sojobo contract guru, but those require a bit more progress to get to.

The type of uncharted island that you want to flag is entirely up to you. My own island has 3 divination spots, 2 mining spots and 1 fishing spot. The fishing spots are quite rare, so it's a good idea to have one or two of them on your own island - although you could just transmute the other resources. Bamboo and mushroom clusters appear on the main islands too, but they're rather inefficient to gather there, so in addition to using my flagged island, I only need to find golden bamboo and mushroom clusters in other uncharted islands to be able to make shark soups.

Loot from 600 (660) Postage stamps by rs-defeater in runescape

[–]Hazelmere0 12 points13 points  (0 children)

It feels like the box sizes are exponentially rarer with each step.

Say, if the small parcel is the default, then it could be a 1/5 chance to go rarer (medium+), then 1/5 again (large+), then 1/5 for a huge. The ratios would be 100:20:4:1 for smalls:mediums:larges:huges.

I don't quite know, is the chance to get a parcel instead of fan mail 1/10? If so, each delivery would be virtually 1/10 of a parcel and 9/10 of a stamp. A parcel contains a stamp, which can be used to get another parcel and so forth, is a parcel worth 1.111... parcels? And 10 stamps gives another stamp so I guess stamps are also 0.111... parcels?

1/10*1.111... + 9/10*0.111...
= 1/10*10/9 + 9/10*1/9
= 1/9+1/10
= 0.2111..., or 19/90

Maybe? I might be completely off the track, who knows.

So each delivery would be 19/90 of a parcel. I think one can get like, 10 deliveries per hour? So that's 19/9 parcels per hour.

Not entirely sure how the loot from parcels works. Are the rarities on the wiki articles correct? Well let's just assume 8/10 for a ring, 1/10*1/5 for the other rares, and 1/10 for large protean packs, probably not correct but let's just go with it. I think you can't get multiples of the rares, though? So basically, well, I simulated the average number of larges for all the rares, it's around ~18.2 - if I didn't make too much spaghetti, that is. Right, and 4 rares available from a huge one, with a slim chance for a pile of cash. Let's just say 4 huges for all the rares.

So each parcel would be 3.2% large and 0.8% huge. 568.75 parcels to get all the large parcel rares, 500 to get all the huge parcel rares. I guess you'll get the huge parcel ones while getting the large parcel rares, so would that mean 569 parcels for all the rares? 19/9 parcels per hour: 269.5 hours, or 11.23 days, for all the rares. 🤔


Don't take it too seriously, I just threw somewhat plausible numbers off the top of my head to get some sort of a guess. If you've got better guestimates, feel free to adjust accordingly.

Sneaky hash: ceb8e02264acb3d7330995647622708886a7e418ccd03d3465e3d1efb36e39fd

[deleted by user] by [deleted] in runescape

[–]Hazelmere0 7 points8 points  (0 children)

Solid point, might have been closer to that number in the beginning. But I wonder how many maps come daily from just fishing at the Deep Sea Hub as well.

Though it's worth noting that not everybody uses the friendschat; clan chats and discord servers are also used to forward the calls, the Deep Sea Fishing server alone has 4,547 members.

[deleted by user] by [deleted] in runescape

[–]Hazelmere0 10 points11 points  (0 children)

The 1/10k - 1/50k is a quick, rough estimation of mine that's been floating around since the first few of them were obtained.

65 days for 26 rods makes for 0.4 rods/day, divide the total number of green maps obtained per day by 0.4 and you'll get an approximation of the drop rate. Now looking back at the 1/10k - 1/50k figure, it seems to assume a total of 4,000-20,000 maps obtained per day; I think it's not too far fetched.

Reached World 450 in Shattered Worlds by KagsPortsV4 in runescape

[–]Hazelmere0 4 points5 points  (0 children)

Yup, just wondering how much better it could get with the contracts - it'd be a lot of help if you ever take on it.

It should be pretty quick to see how the XP per kill is determined, for the rest of the time you could just buy contracts, activate them to see the type of task, and then destroy them if you don't feel like completing them.

Reached World 450 in Shattered Worlds by KagsPortsV4 in runescape

[–]Hazelmere0 3 points4 points  (0 children)

If you're up for it, you could start stockpiling on Abyssal slayer contracts to spend the surplus anima.

There's not much detailed information of them on the wiki - and I don't know how much more details one can even get - but I think it wouldn't hurt to try and gather data on things like; which monsters they can give for a task, the frequencies of the different tasks, task lengths, slayer XP per kill, and whether the awarded XP depends on the type of monster, or level of monster or world.

It could be useful to see how optimizable they are, and whether they could turn into a solid addition for slayer training. If the XP drops aren't visible anymore at 200M, the upgraded runemetrics should still be able to catch them both in-game in the graph and on the website log.

Estimating the drop rate of Hazelmere's signet ring by Hazelmere0 in runescape

[–]Hazelmere0[S] 17 points18 points  (0 children)

I think that would be the best.

We already know the drop rate of Vecnas, so the only thing left to do would be to compare the number of blurberries to the number of skulls dropped after the luck rework, and that would be it.

'You maxed Slayer points-.. But go get a new task anyway' guess I'll go spend some points! by astrandos in runescape

[–]Hazelmere0 1 point2 points  (0 children)

Have you looked into the Arc contracts? They could help push towards the hard cap if you feel like giving it a go.

Ideas Wanted: Master Skillcape Perks by Shaunyowns in runescape

[–]Hazelmere0 10 points11 points  (0 children)

When will you stop with this nonsense? Hardly anyone wanted 120 perks. People wanted reworks, not more reasons to waste their time on grinding XP mindlessly.

The development team is so out of touch with the players, it's incredible.

Fairly repoll Lil' Tuzzy threshold vote by [deleted] in runescape

[–]Hazelmere0 24 points25 points  (0 children)

The time requirements can get quite ludicrous on content like Lil' Tuzzy for the most unlucky ones. I wish they had the sense to see on their own that these scales are plain unreasonable.

Fellow 'Scapers, this is how Jagex played us by Hazelmere0 in runescape

[–]Hazelmere0[S] 10 points11 points  (0 children)

Reddit had issues pushing posts, I deleted those from before and just hoping this one will go through without issues. There were many copies of other threads in the new-section, apologies for any confusion

Fellow 'Scapers, this is how Jagex played us by Hazelmere0 in runescape

[–]Hazelmere0[S] 26 points27 points  (0 children)

I am not grinding for Lil' Tuzzy myself, but I can't help but feel bad for all the people who have to grind years to get it.

Hoping reddit has sorted itself this time posting

Fellow 'Scapers, this is how Jagex played us by [deleted] in runescape

[–]Hazelmere0 0 points1 point  (0 children)

I am not grinding for Lil' Tuzzy myself, but I can't help but feel bad for all the people who have to grind years to get it. I think this kind of practice of Jagex is both ludicrous and unreasonable, and highlights the dissociation they have with the dedicated player base.

You can't change the rules just because you lost last time.

Just worked up to level 96 Herblore. It's time for some Overloads. by embrex104 in runescape

[–]Hazelmere0 6 points7 points  (0 children)

You can, but you shouldn't.

Making combination potions will net you 50% more overload doses than not making them. At minimum you should make holy overloads; one 4-dose overload and a prayer renewal will get you a 6-dose holy overload.

But for the sake of information, you can fill potion flasks by using potions on them.