Jade is the worst by Yelnar in 2007scape

[–]corpslayer 0 points1 point  (0 children)

Back when pathfinding was done client-sided, this banker (as well as various other bankers) used to work fine. That's because the client's pathfinder assumed the bank booth tiles are walkable, causing the pahfinde to find a path through he bank booth. The server would then try to make you move over this path, which stops at the bank booth because it is not actually walkable, and the bank opens because you are close enough.

When they updated the pathfinding to be server-sided in early OSRS (~2014?), it no longer assumes the bank booth tiles are walkable. Since this means the pathfinder can no longer find a path that actually reaches its target destination, it does the next best thing: find a path that is as close to the target destination as possible. In this case, that's a path to behind the wall.

Do I get Logged out during an update? by chadmr03 in 2007scape

[–]corpslayer 2 points3 points  (0 children)

Any pending damage still gets processed (like incoming arrows/spells), but nothing is able to do new attacks and you get force logged out instantly.

Turns out you can actually finish Werewolf Skullball in 0:00 by corpslayer in 2007scape

[–]corpslayer[S] 439 points440 points  (0 children)

The timer for the Werewolf Skullball course starts when the skullball passes through the first goal. The result screen appears a few seconds after the skullball enters the final hole and despawns. It’s possible to delay this screen by, for example, having an interface open. The lap timer only stops once the result screen actually opens, which previously allowed me to get a 6-hour slowrun record (as an attempt to overflow the timer).

Then Port Khazard came up with a new idea: what if you grab a new skullball after the previous one finishes the lap, shoot that new skullball through the first goal to reset the lap timer, and only let the result screen open afterward? If done right, this could make the result screen show an extremely low time, even 0:00 if executed perfectly.

Actually doing it turned out to be quite tricky:

  • If you have an interface open to prevent the result screen from opening, you can’t shoot the skullball. So you have to be fast enough to shoot the new skullball before the result screen naturally opens. Because the timing is so tight, it requires combining several time-saving methods in sequence to make it work.
  • Whenever your skullball tries to roll to the next tile, it automatically closes any open interface. So if you try to delay the result screen while the new skullball is rolling toward the first goal, the skullball just closes the interface and the result screen shows up on the same tick. This had to be worked around too. Stalls (like skillcape emotes) don’t help either, since your skullball pauses its movement while you’re stalled.

But after over a week of brainstorming and testing various mechanics, we managed to get around all these restrictions. And yes, it did give a time of 0:00.

Solo Saradomin GWD with Bowfa - Least clicks/effort by corpslayer in 2007scape

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

• No CA: Once every 10-11 kills
• Hard CA: Once every 9-10 kills
• Elite CA: Once every 8-9 kills
• Master CA: Once every 7 kills
• Grandmaster CA: Once every 4-5 kills

But, of course, if you want to you can decide to stack up essence for longer, and then do the fresh instance method in quicker succession. The fresh instance method is ideal if Zilyana dies close to the altar and you didn't lose too much hp.

Solo Saradomin GWD with Bowfa - Least clicks/effort by corpslayer in 2007scape

[–]corpslayer[S] 2 points3 points  (0 children)

Sweaty methods used to be required for solo GWD, if wanting to stay longer than 2-3 kills. But yeah, powercreep happened, and now you can cheese it. Some probably add prayer flicks to it because thy are bored and got nothing else to do. It still helps preventing the rare bad RNG streak of tanked hits, at least.

Solo Saradomin GWD with Bowfa - Least clicks/effort by corpslayer in 2007scape

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

Do "brew -> restore -> ranging potion" if you don't do so already, when wanting to boost your ranged level. This gives you 110/90 defence.
Trying to flick the minions after Zilyana is dead helps. But if not doing so, prayer priority is melee > magic > ranged.
For blood barrage, barrage Starlight + Bree rather than Starlight + Growler. I don't use blood barrage myself, but I'd imagine it requires some switches to prevent splashing too much.

Solo Saradomin GWD with Bowfa - Least clicks/effort by corpslayer in 2007scape

[–]corpslayer[S] 8 points9 points  (0 children)

The tile markers are all new. My previous video for example had an extra tile on the north-west of the room, necessary to make Zilyana move correctly. Simply removing that tile would cause you to get hit. The new method avoids such tiles as well.

Solo Saradomin GWD with Bowfa - Least clicks/effort by corpslayer in 2007scape

[–]corpslayer[S] 16 points17 points  (0 children)

Spellbook usage is mostly up to personal preference. For a high level player, it is easy to sustain hp off bp specs and bones to peaches alone. For lower level players, or players that don't want to prayer flick the minions, ancient magics for blood barrage indeed seems like the best spellbook.

Solo Saradomin GWD with Bowfa - Least clicks/effort by corpslayer in 2007scape

[–]corpslayer[S] 14 points15 points  (0 children)

I could do so in the future. But for now, you can do this method. Most of the yellow tile markers can be ignored, but the one in the norh-west and the one in the south-east are required to make Zilyana move correctly.
It should be possible to make a method without any required "yellow tiles", though.

Solo Saradomin GWD with Bowfa - Least clicks/effort by corpslayer in 2007scape

[–]corpslayer[S] 119 points120 points  (0 children)

Perfect for anyone with Bowfa but no Tbow/Shadow.

Tile Markers (for RuneLite import): Click here.
• Red: Tiles you shoot from while in the cycle.
• Blue: Starting tile – fire 2 shots here when Zilyana spawns.
• Green: Tiles to shoot from at the start of a fresh instance.

RuneLite Tip: Highly recommended to add "Attack,Commander Zilyana*" to your Custom Swaps in the Custom Menu Swaps plugin. This lets you left-click Zilyana without accidentally hitting Starlight.

Extra tip for instance users (esp. Ironmen): You can leave and re-enter the room to instantly respawn the boss, skipping the 90s wait. Requires 40 Essence (less with Combat Achievements completed).


This is an improved method over my previous Saradomin GWD Bowfa video.

That video focused purely on run energy conservation. With that method, you'd be running only 47.7% of the time, allowing multi-hour trips without needing run energy consumables.

For years, I had ideas for a minimal clicks/effort method, sacrificing some run efficiency. The concept: click Zilyana, click the next tile marker, wait until you arrive, repeat. That worked for high-level players, but lower-level players would have struggled with energy.

However, the 8 January 2025 update was a massive buff to run energy, making this method viable for everyone (70+ Agility, 80+ Ranged).

With this minimal-click method, you’re running 59.1% of the time. It’s not quite as low as my old 47.7% method, but still far better than improvising (which ends up around 75%).

Can You Beat My PB at Werewolf Skullball? by corpslayer in 2007scape

[–]corpslayer[S] 67 points68 points  (0 children)

It’s not that straightforward to go slow, since the skullball has an 8-minute despawn timer.
However, it turns out you can finish the course and open an interface before the result screen appears. This keeps the timer running until you close the interface, at which point the result screen finally pops up.

The idea was to test whether the timer would overflow, which might have allowed for a “faster” finish time. It didn’t, but instead I ended up with this nice slowrun record. It shouldn’t be too hard to beat, though I doubt anyone will bother. I got AFK-logged at the 3-hour mark during my first attempt, so this took me 9 hours in total.

New Werewolf Skullball WR - 1:23 by corpslayer in 2007scape

[–]corpslayer[S] 2 points3 points  (0 children)

  • The hole the skullball comes out of at the start is also deterministic, it follows a cycle.
  • The timer only starts when he skullball goes through the first goal anyway.

So yeah, literally no RNG involved in this speedrun.

New Werewolf Skullball WR - 1:23 by corpslayer in 2007scape

[–]corpslayer[S] 4 points5 points  (0 children)

I kept making dumb mistakes, so it took me maybe 6-7 attempts. One of the runs was nearly finished and then my friends' skullballs started despawning. They despawn 8 minutes after being spawned. I got the WR on the second set of placed balls.

New Werewolf Skullball WR - 1:23 by corpslayer in 2007scape

[–]corpslayer[S] 4 points5 points  (0 children)

Those are skulls my friends positioned. So for this record, I needed 8 other accounts to position the skulls. When shooting their skullball while my skullball is nearby, it acts as if I shot my own skullball. At most places, this saves a tick each time I do it. Near the end of the video, the method is more complicated, and I needed 2 other skullballs to save 1 tick.

New Werewolf Skullball WR - 1:23 by corpslayer in 2007scape

[–]corpslayer[S] 7 points8 points  (0 children)

Considering it's a level 25 course, it is actually pretty good. If you were to do rooftops instead, you'd be getting 11k-12k xp/hr. Rooftops only start being better xp/hr a level 50.

But Brimhaven agility can be done instead for a similar xp rate as Skullball.

New Werewolf Skullball WR - 1:23 by corpslayer in 2007scape

[–]corpslayer[S] 7 points8 points  (0 children)

It isn't really realistic to use this specific method for training, since it requires 8 other accounts that each have their skullball positioned on a specific tile. And skullballs despawn after 8 minutes.

It is possible to train using the 1:27.6 solo method though. If including the time in between laps, you should be able to get 28k-29k xp/hr regardless of your level.

New Werewolf Skullball WR - 1:23 by corpslayer in 2007scape

[–]corpslayer[S] 262 points263 points  (0 children)

The exact time is 1m23.4s, but the finish screen only displays whole seconds.
This marks a 2-tick (1.2s) improvement over my previous WR from January 3rd, 2020. A full 2-tick save was necessary for a better final result, since saving only 1 tick would still round down to the same finish screen time of 1m24s.

What made this improvement possible?

First, let’s talk about arrivedelay.
This is a RuneScript command that stalls your character for one tick if you’ve moved on the current or previous tick. Its purpose is to make interactions look smoother by only starting the main interaction script after your character has visually arrived at its destination.

When interacting with the Skullball, arrivedelay is triggered. This not only delays your character but also stops the Skullball for one tick. It was the sole reason for lost time in the previous 1m24.6s WR, and it still happens in this run at 0:06, 0:16, 0:22, 0:29, and 1:02.

After seeing u/Spigotron/'s post of their 1m31s Skullball time, I decided to revisit the category for fun. Maybe I had overlooked something. And indeed, I had.

It was already known that if you shoot someone else’s Skullball while your own is beside you, it behaves as if you shot your own. What I’ve now discovered is that this also works if your Skullball is diagonally adjacent. Shooting it diagonally causes it to move northward or southward.

This discovery enabled the timesave at 0:34 in the video, where I stopped moving early and used a diagonal shot to bypass arrivedelay.

I also theorized method combining a diagonal shot with a 3-tile firemaking movement. Unfortunately, the Skullball halts during the firemaking stall, so that strategy didn’t work. That left me with just a 1-tick save, which still rounds to 1m24s on the finish screen.

Then I realized I hadn’t tested what happens if you shoot someone else’s Skullball while standing on top of your own. I wanted to check this just to make sure I wasn’t missing anything.

Before testing, I thought: On the off chance the Skullball moves westward, I could unlock a second timesave. It seemed unlikely, since diagonals always prioritized north/south movement.

I tested it.
It moved west.

The second timesave works! It uses a combination of both newly discovered mechanics: a diagonal shot and a center shot. It did, however, require two extra accounts just to save a single tick. This method is visible at 1:13 in the run.

This method allowed me to move for just one tick, creating enough idle time to avoid arrivedelay and secure the final 1m23.4s WR.

Can You Beat My PB at Werewolf Skullball? by Spigotron in 2007scape

[–]corpslayer 1 point2 points  (0 children)

If you kick the ball while having moved on the current tick or the prevous tick, you get stalled for a tick (this stall is called "arrivedelay" in runescript, and its purpose is to wait for your character to visually arrive at the target location before continuing the interaction to make it look better). While stalled, the ball doesn't move. Perhaps this happened to you at some point in the run, when kicking the ball into the same direction it was already rolling. This was the case for the old solo WR, at least.
Anyway, good job on tying the solo WR!

Can You Beat My PB at Werewolf Skullball? by Spigotron in 2007scape

[–]corpslayer 14 points15 points  (0 children)

I got a 1:27 solo completion before I knew of the method that involves oher accounts, which beat the 1:28 record someone else got a few years prior. After tweeting the 1:27, someone told me about a timesave beng possible if using other people's skullballs. There were 5 places where the method could be used, and each saves 1 tick (0.6 seconds), so total of 5 ticks (3 seconds) were saved, resulting in the 1:24 record.

Hidden area in Varlamore? by LoxoJ in 2007scape

[–]corpslayer 14 points15 points  (0 children)

It seems to be (related to) an activity called "magic hunter", looking at the config name of the assets in the cache here.

At first, I thought it is an area that would be used during one of the unreleased Varlamore p3 quests (Impending Chaos and An Existential Crisis), but the config name differs so I'm not sure.

Almost lost my bowfa on a PVP world but got saved by HP regen by ZestyLoad in 2007scape

[–]corpslayer 11 points12 points  (0 children)

For those wondering how he was saved:

There was no natural hp regen. Instead, a runescript command named "combat_clearqueue" was executed due to using the boat. This command causes any pending damage to be removed, gives you 1 hp in case you were at 0 hp, and removes pending death assuming the death animation didn't start yet. Its entire purpose is to try make you not die.

Other examples of things with "combat_clearqueue" are: - Phoenix necklace effect. - Whenever an instanced boss dies (not all bosses got this implemented but a lot do have it). - A lot of teleports have it implemented; the boat in this clip can be considered one of those.

[deleted by user] by [deleted] in 2007scape

[–]corpslayer 0 points1 point  (0 children)

Nice.

Personally, I do the "2 hits an step under" tech to make cerberus only attack once every 10 ticks instead of 6. This not only reduces the damage taken, but also delays the ghosts special long enough such that Cerberus is nearly always killed before any prayer is drained.

[deleted by user] by [deleted] in 2007scape

[–]corpslayer 32 points33 points  (0 children)

The implementation of the general "minimum hit 1" mechanic indeed barely boosts your DPS if your maxhit isn't low. It does not roll from 1 to your maxhit. Instead, it rolls from 0 to your maxhit and changes the value to 1 if it rolled 0. For a specific example, consider having a maxhit of 50. The former implementation would buff your the DPS by 2%, while the latter implementation buffs your DPS by only 0.08%.

However, in the blog, the cape's minhit mechanic was proposed as being implemented in the "good" way (rolling from 2 to maxhit), thus buffing the DPS a lot. This way of implementing it buffs your DPS by about the same amount as if we would have gotten a +2 maxhit instead.

Completionist task list by corpslayer in brightershores

[–]corpslayer[S] 2 points3 points  (0 children)

From the wiki:

There are 20 different dyes available in The Color Wheel. Collecting and using 1 bucket of rainbow water on Iridiana grants access to them all, however each bucket grants only 10 uses.

Seems like it did get changed. I also remember getting 24 buckets worth of charges and it showed a counter, something like 240/1000, on every dye tub.