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ooydups

Member Since 15 Jun 2019
Offline Last Active Jul 01 2023 01:17 PM
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Posts I've Made

In Topic: Prospector set

15 July 2019 - 11:15 AM

A 50% refund sounds reasonable. My only thought is how hard is it going to be to determine who bought the set from task shop and who didn't. Is that something that they can track to determine who would get a refund?


In Topic: Hop seeds

15 July 2019 - 11:06 AM

Support. I definitely like the idea of hop seeds being more available than they already are. A shop that stocks them sounds nice or maybe something like a guaranteed amount of hop seeds every time you pick pocket a master farmer. One thieve would equal lets say 3-5 hop seeds along with the normal drop rate of seeds?


In Topic: Myth Cape Teleport

15 July 2019 - 10:37 AM

@ooydups bro xp per hour? lol not much xp per hour difference. you can do death runes runs in 15 sec. wrath runes runs are only 2k difference in xp on a gim.. not doing it for the xp.. if you're doing rc for the xp. death runes is the best hands down

So i've been testing rates this morning to see how close this new method would put Wrath rune crafting compared to other methods. *Note that all these methods were tested on Realism mode.*

 

I've broken down laps to approximately 7 minutes with some flex up and down on; Deaths, Wraths (Current Method), Wraths (New Method). This is the approximate time it takes to do a run of soul runes with Varrock Armor 4. Obviously predicting the exp rate on the newer method is a little tough considering I have to stop and start the stop watch over and over with what I think the teleport location would be.

 

Souls ~7 Minutes for ~42k exp

Deaths ~7 Minutes for ~37k exp

Wraths (Current Method) ~7 Minutes for ~14k exp

Wraths (New Method) ~7 Minutes for ~37k exp.

 

Just by adding this teleport puts Wraths right up there with doing Deaths. Which could even surpass Souls if there ever were any future changes of increasing exp on Wraths. 


In Topic: Myth Cape Teleport

14 July 2019 - 08:12 AM

Well I would see this update be good for another rc training way but in terms price of the runes I dont actually agree with you, because overall those runes would be used mainly in splashing or reg ironman to kill kraken or something like that and from what I imagine wont be that much trading since wrath runes dont have any use besides surge spells from what I know, and besides from what I said earlier I dont see that much use of them since pvp on alora is quite dead  

 

 

 

But overall I support, new rc training method is always welcome especially for realism later on and eim/classic

 

There may not be many means for the runes besides splashing or some minor various activities. At the moment Wrath runes on the market are either super expensive or in existent on the modes. But maybe this simple change could add so many more runes into that game that using them to splash wouldn't be terrible. I would imagine that with a home teleport and follow that up with a, "Wrath Altar Teleport", we will call it. That this could potentially be the best method of RC in the game. Anyone feel free to correct me if I am wrong. I haven't tested any sort of potential exp/hr with what I think the method would look like.


I think Wrath Alter should have a much closer tele, at least at the start of the start of the Myth's guild basement. 

Not sure how hard it is to move an altar vs adding a teleport, but that may work aswell. My main thought is, that by shortening the distance to the wrath altar with just a simple, "Home and Wrath Altar Teleport (Myth's Cape)".  We save those extra steps that increase the exp/hr and atleast puts it on par or greater than doing deaths or the other alternative methods.