Posts by JagexJack

deltaslug

I stand corrected jack. my appologies on the stone spirits.

reran some kills. dropped ores, not spirits :(

Killed men and women in varrock. Also pickpoeketed. verified ore drops.

Killed guards and captain. again, verified ore drops.

Great, thanks for checking.

justucis

Is this gonna get looked at? I remember trying to do this pre-rework and they were faster and more AFK than this. this rework was supposed to keep their xp/h intact but make this more AFK.

I thought we fixed this already. I'll chase it up.

Nocturna1No

So if you want to use the best pickaxe in game with this aura you are hosed? This seems to be a bit flawed that you need to use skillchompas instead of that.

Yeah sorry I should have mentioned that you can use skillchompas from the backpack with a pick equipped now.

Cooper7692

7 versions? How?

See other replies to my comment. I think it's actually nine.

x2o55ironman

Hey, forgive the off topic question, but is there a reason the amount of concentrated alloy bars you can make at once is limited to your inventory spaces even when you're using smelting guantlets?

Bug.

Multimarkboy

itll also be available on normal masterwork right??

Trimmed only.

Xemnes

is there still plans to be able to unlock a cosmetic version of masterwork if you completed a trimmed set?

No. This would mess up the economy too much sadly.

Miss_Lioness

There is also broken and worn (non-trade-able) variants at least.

The first on your list is a trade-able variant. When you wear it, it becomes untrade-able and in a sense that is another variant.

EDIT:
We think this is the full list:
* Trimmed Masterwork (Tradeable)

* Trimmed Masterwork (Worn/Untradeable)

* Trimmed Masterwork (Broken)

* Trimmed Masterwork (Augmented)

* Trimmed Masterwork (Custom fitted)

* Trimmed Masterwork (Custom fitted broken)

* Trimmed Masterwork (Augmented custom fitted)
And potentially:
* Trimmed Masterwork (Augmented custom fitted broken).

I believe this is correct. Eight then. Nine as there might be "augmented broken".

RazorSlugg

May be a dumb question but, there are seven variants? i figured there'd be just 2 (Male & Female). or am i not understanding correctly?

Male and female are separate models but they're the same item. Because of the clunky way RS works, armour which is degrading, broken, augmented or (unique to TMW) custom-fitted needs its own item definition, and combinations (e.g. augmented and custom fitted and broken) also needs its own item definition.

RSPatd

I don't know whether or not this is intended but if you're low level crafting or an ironman, this change benefits you. These chains give 100 experience per bar when made.

Previously before the M&S rework they took a silver bar and a mithril bar to create, but it now only requires a silver bar. https://imgur.com/yM910vc

I'm afraid this sounds like a bug, but I'll check.

TachyonGun

Just to clarify, it will be implemented though, right? The ability to toggle was one of the reasons I looked forward to it, I was a tiny bit sad I couldn't find an option to do it after spending 15+ hours making the set last night.

Yes that's the plan. We're working on higher priority fixes right now.

Slayy35

Just ask the WoW devs, they have it. Since that's what this game has been trying to accomplish since EoC's release.

I think you may not understand how game development works.

JurassicGreg

As you can use augmented crystal pickaxe and augmented imcando pickaxe, which perks are kept when you combine them? Or have I misunderstood somewhere?

Any help much appreciated

If you have augmented both, it allows you to choose which perks you keep. You can thank @JagexTomb for this feature.

Start_2_Finish

When receiving a salvage drop that your cleaner is set to alch, you'll get the coins and spend a spring, but it won't progress your cleaner toward the next level of upgrade. Not sure if bug or intended.

Thanks. Will investigate.

This hasn't been implemented yet. It's fiddlier than it sounds because every variant of trimmed masterwork (there are seven I think) has to be recreated twice.

SweatyMudFlaps

Before the MS rework, a silver bar required 20 mining and 20 smithing. You took it to a furnace and smelted it into a bar.

With the M&S rework, you need to deposit ores and bars into the "metal bank" to be able to smelt or smith anything. You CANNOT smith or smelt from your inventory. For some reason, the Family Crest quest is required to deposit these ores into the furnace. This quest requires:

40 crafting

40 smithing

40 mining

59 magic

and for ironmen:

45 cooking

50 fishing

These requirements don't seem too bad, but all of that is now REQUIRED to make a silver bar. The only other ways to receive silver bars is:

Vyres

baby implings (17 hunter, RARE drop from each impling)

The Christmas cracker (expired)

and opening chests from the Shades of Mort'ton minigame

This is ridiculous. Let us make the bars from our inventory or remove that stupid requirement.

You should be able to smelt from your inventory. If you can't, it's a bug.

Usnvox

Allow the pinnacle piece of smithing to include a signature by the crafter to highlight the individuals who take the time to make it. I don't know if it would be possible with the game code, but I think it would be cool to be able to show as a non Ironman player that you made the commitment to make your own armor instead of throwing money at it, and for later down the road to recognize the master smith's of the community who take the time to keep supplying the highest level of crafted equipment.

I'd really like to do this, but currently we have no mechanism by which it can happen.

Non-Random-User

have a shop sell salvage items at alch price, thats the price they are going to be at anyways, and have lots of it so ironmen can get them for comps (or new items that are same components and price as old weapons but only disassmble

like have the shop be weapon, 1 of each, or ornate weapon, worn out weapons which are plenty available but can only be disassmbled and are obv cheaper

That's a good suggestion.

___PEZ___

Estimate: 2600 gp per Necronium bar at a bare minimum

Things to understand before I launch into this:

Rune is used in Elder Rune. Rune smithing experience per hour is already garbage compared to higher tiers, so the fact that it's a material for higher level smithing means its price will only make it even worse for training.

Necrite and Phasmatite ores have 7% less HP than Orichalcite and Drakolith ores (1300 vs 1400), despite being higher leveled. Hardness is irrelevant with a decent pickaxe. So T70 ores are quicker to mine than T60 ores.

Necrite and Phasmatite ores have a 20% higher rockertunity bonus than Orichalcite and Drakolith ores (x6 vs x5), making it even easier to mine T70 than T60. This is also true when compared against Banite ore.

Necrite and Phasmatite ores have a slightly higher experience modifer than Orichalcite and Drakolith ores.

Necronium can be smithed to +4 while Orikalkum can only be smithed to +3, resulting in higher experience rates for Necronium.

For all these reasons, Necronium bars will become more popular than Orikalkum bars for training.

For the foreseeable future, Bane bars will most likely only used for training by the wealthy. Experience rates for Necronium are already good enough as is, which I will get into soon, so no need to splurge on Bane ore just yet. If Banite is out ruled out, then so is Elder Rune.

So far I have established why Necronium is very likely to be the de-facto bar for training smithing. Now comes the pricing.

Things to understand before I launch into this further:

Burial armor requires fully upgraded armor, for example Necronium Gauntlets +4.

Fully upgraded armor takes a while time to smith. The experience rate is decent. You can sell the armor.

Burial armor takes very little time to smith compared to non-burial armor. The experience rate is great. The armor is sacrificed.

If you're not following along then here's how it works: cheapskates make the +4 armor for decent exp/hour, and then they sell it to the wealthy who destroy it for great exp/hour.

If you are following along, then here's my math:

https://i.redd.it/ap8ypclqr5921.png

Now for some explanation:

  1. I can smith 800 progress in 45 seconds. [90 smithing] [90 firemaking] [ All Varrock and New Varrock tasks] [Crystal Hamer (perkless)] [Luminite Injector] [Superheat Form]. Keep in mind, this is on gauntlets which don't require reheating since they are completed before they are cooled. Stopping to reheat will lower exp/hour, but it's minor (1 second to reheat every ~50 seconds). Getting used to the menus is the greater time sink.
  2. Suity's smithing calculator is a bit misleading at first glance. It gives experience per tier rather than assuming you're going through all the tiers sequentially. You need to calculate the average of any tiers that you plan to smith. The calculator gives 122K exp/hour for base through +4 which is pretty close to what I calculated (118K). But neither is correct when accounting for reheating and menu navigation.
  3. It takes around 49 minutes to smith a full +4 set from scratch. This gives 96,000 experience. It takes around 6 minutes to smith a burial set which gives 48,000 experience. So burial sets give 50% of the experience for 88% less time taken.
  4. Now that you know the experience rates, you can work backwards for the cost. Any comparison will work, but I chose construction because it's fucking god-awful and people are still willing to spend 5.2 gp/xp for sweaty experience rates with teak prawn brokers. The new smithing system is not sweaty. It's incredibly AFK. So if people are willing to spend 5.2 gp/xp for 650K xp/hour at probably 80 APM, then it's not hard to believe people will pay the same gp/xp for 450K xp/hour at probably 10 APM. Keep in mind that construction is largely useless while smithing has the appeal of masterwork, so gp/xp for smithing will probably be higher than that of construction.
  5. This calculation assumes that people making the +4 sets are willing to do so at break-even costs, meaning 118K xp/hour at no expense. If smithing is valued at greater than 5.22 gp/xp, then making +4 sets becomes profitable.
  6. This calculation completely neglects to account for the Necronium bar requirement for masterwork, which is probably going to be minor in the scheme of it all, but it still supports the argument this is floor price.

Bane ore is not quest locked.

Heavyoak

I was making dragonbane bars, but I had to do so manually (old preupdate style) as both the tuned ore and bars have been overlooked, and I got a extra bar, only since it doesn't go into the metal bank, it simply vanished. (wasn't in normal bank or on floor)

all the older bane ores and bars can't be put into the bank, can't be used from bank, and the new extra bar random simply deletes the bar.

also, a bit of a side note, obsidian shards and bars can't go into the metal bank as well.

Dragonbane ore and bars not going in the metal bank is intended. It only stores "core metal" (e.g. it doesn't store granite or sandstone either).

If you want to make ammo, you do it the "old way" which still requires ROTM. This has intentionally not been changed.

If you want to make melee weapons, you do it the "new way" where you make the weapon first, then upgrade it, then tune it.

Are you saying that when you smelted dragonbane bars, you got a double smelting proc ("an extra bar") but you didn't actually receive the extra bar? That sounds like a bug (you shouldn't get extra bars at all).

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