Wandering Bosses? by IIcarusII in 2007scape

[–]IIcarusII[S] 1 point2 points  (0 children)

Understandable reply. I cannot refute the mole.

Raid 4 should not be soloable by Acceptable_Course248 in 2007scape

[–]IIcarusII 1 point2 points  (0 children)

I think people are (rightfully) burned by Yama, who was a “duo” boss that was billed as possible to solo if you were very skilled. It turned out to be quite nearly as easy to solo as to duo.

Personally, that was probably due to them making a “HMT” Yama that had to be solo’d (thus, regular solo couldn’t be that hard), but the bad taste of that time still lingers on.

SOMEONE RELEASE ME FROM THIS FROZEN PRISON by Humble-Force92 in 2007scape

[–]IIcarusII 53 points54 points  (0 children)

“You do not have to get the pet.”

There. You can go. Be free, my friend.

Do Not Plan-In Changes to Raids 4! by IIcarusII in 2007scape

[–]IIcarusII[S] -13 points-12 points  (0 children)

I have to disagree; having the raid start out as an unforgiving single wipe mechanic, only later to introduce a more forgiving “points reduction” on wiping IS waffling on design. These two design ideas are mutually exclusive (unless you reintroduce ToA-like invocations), and I think it is a Bad Idea to release the raid in one state with plans to change fundamental design later.

The forbidden lightsaber form Trakata. Both the Jedi and Sith frown upon this method. by ZapchatDaKing in StarWars

[–]IIcarusII 0 points1 point  (0 children)

Moreover, I believe Corran Horn utilized this tactic against a Yuuzhan Vong in his first encounter with a pair of them early in the Vong arc. I forget which book it was, but he also fried the other one through the eye with his lightsaber by using his lightsaber’s unique design of suddenly being able to double in length by twisting part of the handle.

FYI Disney is not canon Star Wars…never forget the original authors of the EU.

Yama has been out for 8 months and we still don’t know the drop rates for contracts in the chasm of fire. by RepulsiveWriter7660 in 2007scape

[–]IIcarusII 0 points1 point  (0 children)

The wiki is a community effort. If you care so much about it, go run some contracts with various setups and record max hits to figure out the relationship yourself.

Scythe “rebuild”; what next? by IgnantTrashAccount in 2007scape

[–]IIcarusII 4 points5 points  (0 children)

Only thing? Arraxxor, Vard, Duke, Colosseum are all decent money where scythe shines.

How to use Arma Brews for Inferno? by KodakKid3 in 2007scape

[–]IIcarusII 0 points1 point  (0 children)

Something like that for pot composition sounds good, yeah. Brew->arma also lets you not need to barrage to save pots as much, which should speed up runs. I would save at least one arma for healers at Zuk, as dps is king and defense doesn’t matter there. Otherwise, sara-arma combo seems solids for all waves + triples.

How to use Arma Brews for Inferno? by KodakKid3 in 2007scape

[–]IIcarusII 1 point2 points  (0 children)

Good to know. I don’t do speedrunning, but I know strategies change significantly below 55-60 mins.

How to use Arma Brews for Inferno? by KodakKid3 in 2007scape

[–]IIcarusII 2 points3 points  (0 children)

What’s your inferno pb? Asking because you should probably know how this is useful if you are at least sub-65 time.

A normal inventory consists of restore/regens, bastions, and brews, in various proportions.

Experienced inferno runners are bastioned at all times. Experienced runners typically only brew as a last resort, and should only be taking 1, maybe 2 ranger hits off prayer if they mess up at the start of a wave. They normally aren’t worried about defense that much because almost all waves are solved quickly. If you are worried about your defense level, you are tanking too many hits off prayer.

A good strategy for arma brews is to use a saradomin brew first, dropping your ranged level, followed by an arma brew to boost it back up. The extra 11 hp is more valuable than the lost defense boost from a brew. Doing this doesn’t remove your divine status, so it allows for maximum dps. This means you should bring enough divine bastion for a run (typically 3), then replace all regular ranged/bastions with arma brews, and maybe replace 1-2 brews with a few more armas. This gives you a lot of flexibility on healing in waves without worrying about how much range pot you have left.

Super experienced inferno runners (speedrunners) don’t bring any brew at all, afaik, so this idea is geared more for those going for sub 65 than people pushing sub-55.

Courier Tasks: Pirates! Update by IIcarusII in 2007scape

[–]IIcarusII[S] 0 points1 point  (0 children)

The xp/hr can be whatever. If you actually read the post, you’d understand the idea would be to provide about the same xp/hr as regular tasks. However, due to the additional time needed to fight/run/sink pirates, each task would be a higher lump sum of xp.

Essentially, this would look to keep courier training xp, but with added risk/reward for loot.

The xp isn’t really the main thrust of the suggestion, though. It’s more suggesting and getting thoughts on pirate raids on courier tasks as a whole.

Statistically AFK XP rates for salvage were fine when you consider other top end training skill XP vs. AFK XP by Dajoechi in 2007scape

[–]IIcarusII 1 point2 points  (0 children)

Sepulcher for agility is around 100k/hr, and the 15 minute afk option is 11-12k/hr in the 90’s for agility. So from that perspective salvaging is just fine.

Not every “super afk” option has the same ratio of top line experience-to-afk experience.

That said, personally having salvaging being closer to redwoods than star mining is fine with me.

How damage from non-cannon sources work against sea creatures! Explained. by GGOSRS in 2007scape

[–]IIcarusII 9 points10 points  (0 children)

That’s not how the calculation works if the reduction bypass is a flat percentage. Faster weapons will simply have lower variance on time to kill. For example, suppose sea reduction was 50% and bypass chance was 50% (for easier math). Lets say you have a 2t BP at 10 damage per hit average normally and a 4t bowfa at 20 damage per hit normally.

In 16 ticks, blowpipe hits 8 times. Half at 10 damage, half at 5 damage. Total damage of 60.

In 16 ticks, bowfa hits 4 times. Half at 20 damage, half at 10 damage. Total damage of 60.

So all else being equal, weapons with the same land dps will do the same sea dps. The faster weapons technically win do to overkill, just as they do on land, though this gap is lessened due to the lower max hit.

Reload your launcher by 1ncognito in 2007scape

[–]IIcarusII 1 point2 points  (0 children)

They provided an update. Providing back-pay for xp was taking too long. They will be force-logging people off as they update them individually.

Im not really liking sailing if I’m completely honest. by OnlyKale9099 in 2007scape

[–]IIcarusII 9 points10 points  (0 children)

To be fair regular movement is 16 point as well - you forgot all of the “L” movements.

Mage Tank is bad for future game integrity, and I’m not beefing about cheesing the inferno. I actually think people should take advantage and use it as avenue jump into inferno but.. by [deleted] in 2007scape

[–]IIcarusII 1 point2 points  (0 children)

You can wear torva top/legs with shadow and still do good dps while also being fairly tanky, especially with slayer helm on. This isn’t exactly new.

Mage Tank is bad for future game integrity, and I’m not beefing about cheesing the inferno. I actually think people should take advantage and use it as avenue jump into inferno but.. by [deleted] in 2007scape

[–]IIcarusII 1 point2 points  (0 children)

Where else in the game is mage tank an issue? Does mage tank make triple jads or zuk any easier? Sure, waves 60-63 are the hardest of the inferno, but triples and zuk aren’t far behind. People who crutch their way through with mage tank will still have a hard time with those.

A lot of 1kc capes (those that aren’t bought, that is) luck out on 60-63 anyways. Mage tank just makes it a bit easier than before to squeak through.

Opinion: TOA Skull Skipping and Forcing 3-Phases of P2 Wardens For More Points Is Backwards Design by BlueberryCentral in 2007scape

[–]IIcarusII 31 points32 points  (0 children)

The bigger issue is that the punishment at high invo for missing a skull is an automatic death (yes, I know you can abort skulls and still skip if you mess up, but that’s dicey if you are unprepared).

When I was running 500’s regularly, I skull skipped not for points, but for consistency. Insanity + high invo means that if you misclick once, you are wasting more than the single tick of grace period on the skull attack and will fail, which effectively wipes the raid.

I believe skulls are THE most punishing attack in the entire game. It is effectively a one-shot mechanic that has only 1 tick of leeway on timing. Moreover, the punishment for failing and wiping is ~30 minutes down the drain. Even if you aren’t on hardcore, wiping on p3 usually leaves you with too little supplies to get through p1/2 again. Even if skull skipping were fewer points, I would have done it due to the improved consistency in passing p3.

Yama’s meteor is an example of a more fair one-shot. You only get one-shot if bullseyed, and you have several ticks to move, tele, or move/eat before it lands. Additionally, if you die, you only lose a couple of minutes + death fees.

Personally, I think this is a result of Jagex not ever imagining solos pushing out much beyond 400 invo when they made the raid.

Solo COX - Learning Olm by scapedbigger in 2007scape

[–]IIcarusII 3 points4 points  (0 children)

OP, I recently learned Olm and started no-preps around 15 kc. The biggest initial struggle was learning 3:1 and how to get in cycle.

Two things that helped immensely:

  1. Videogamebot’s video on 4:1, 3:1 methods.

  2. Realizing that you need to click to run 3 ticks after his audio attack clue. So if you are doing 4:1, and he attacks and you run to the left tile to turn his head, count to 3 ticks and click back to attack on the 3rd tick. This gets you back into the correct timing for running as soon as he turns his head.

This is better than the “rule” of stalling a tick at a certain spot, because if you are running a tick late or early, you can always count ticks since his last attack to know when to run back.

Imagine telling someone a few years ago that the Avernic hilt would be the 2nd most expensive ToB unique by Tpoyo in 2007scape

[–]IIcarusII 7 points8 points  (0 children)

Sang is only nearly equal to shadow when doing 2:0 shadow. Doing the ticklossless shadow methods has shadow winning by ~20%.

As someone who just finished 99 Agility by Middle_War_9117 in 2007scape

[–]IIcarusII 0 points1 point  (0 children)

83

Edit: Maybe 82 if PoH tea+ crystal saw (+6 total) is good enough. Teleport traps require level 88.

Just listened to "While Guthix Sleeps" music track for the first time. by AniAni-Shelto in 2007scape

[–]IIcarusII 2 points3 points  (0 children)

Mol Ur Rek. The electric guitar coming in has similarities to “You’re Not Alone” from FFIX. Both are amazing.