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Archaeology Training for DXP Weekend - Some Advice

Hi Everyone,
To preface this, this post is intended to provide information on two decisions you will have to make as a player this DXP Weekend: Prioritizing Exp/hr or Breaking Even.
Prioritizing EXP/hr
If you are choosing to prioritize getting as much EXP/hr as you possibly can, without regard to how many materials you will need to buy outside of what you excavate to restore artefacts, the following will help:
  • Invention Perk: Honed 6 (ideally paired with Prosper if you have disposable income and want the Clue Scrolls)
  • Invention Perk: Furnace 4 + Fortune 3 --- NOTE: Fortune perk and Waterfiend familiar CAN still double materials that the Furnace perk destroys, and Fortune may also double artefacts on rare occasions
  • Waterfiend Familiar -- doubles materials as you gather them, and occasionally may proc on artefacts significantly increasing your EXP sometimes by considerable amounts
  • Grace of the Elvers with Signs of the Porter charges
  • Relic Power: Flow State -- no longer excavate soil, but have greater precision (20%) when excavating, increasing number of artefacts gained per hour
  • Archaeologist's Tea -- (+50% exp during excavation) combos with Furnace perk for massive EXP drops during the excavation process, which is further bolstered by the DXP Weekend still giving boosted exp during the excavation process
  • Hi-spec Monocle -- boosts precision by 20%, further increasing excavation speed and number of artefacts excavated/hour
  • Material Manual -- increases material proc chance by 10% while excavating, meaning Furnace perk procs more frequently, and also means further benefit from Archaeologist's Tea
Breaking Even
Well, you won't necessarily break even all the time, but if your concern is to use this DXP Weekend to save on money spent training Archaeology, you will want to NOT do many of the things above:
  • Invention Perk: Honed 6 (ideally paired with Prosper if you have disposable income and want the Clue Scrolls)
  • Invention Perk: Imp Souled -- bank materials excavated at cost of 30 prayer points
  • Invention Perk: Fortune 3 -- occasionally doubles resources gained, adding to the materials you will excavate and retain to save money
  • Do NOT use the Furnace perk if you are concerned with not retaining enough materials to restore artefacts.
  • Waterfiend -- same as before, can double materials and artefacts occasionally, giving better EXP/hr in rare cases and saving you money on resources
  • Do NOT use the Flow State relic power, as less soil means less materials when using the Autoscreener
  • Autoscreener -- gives a large number of additional materials by automatically sifting soil as you excavate it (does not give the exp one would get if they excavate a material, just exp one normally gets when excavating soil)
  • Do not use the consumable Archaeology Reward Shop items -- Boosted exp (Archaeologist's Tea) for the excavation process may be okay due to purposely prolonging the excavation process to get more materials, but it is still is a sunk cost with no monetary return per-se. The Hi-Spec Monocle will increase precision which reduces the excavation period to gather an artefact, which means you will gain artefacts faster than you will gain materials to restore them, spiraling into more negatives. The Material Manual could have an argument to use to boost resource gain chance by 10%, but it still is an up-front cost. Assess the usefulness of these before you stockpile them.
Additional Archaeology Consideration - Research Missions
Make sure you still send your researchers on missions! At level 107 if you unlocked Dr Nabanik, you can send out missions of 2hrs while you actively play to gauarantee at least 1 Artefact. At this level, you should also be able to get your speed modifier pretty high, getting nearly 40% speed increase making your 2hr missions last around 1hr 20mins. Make sure you send research missions ONLY for the Orthen digsite. Because Orthen has a minimum level of 90 for artefacts, you are guaranteed your artefact(s) will be of at least tier 90 experience. If you do other digsites, you risk missions returning with artefacts that give insignificant amounts of exp and use your resources for little effect or benefit. Before logging out for the night, send out a research mission for 24hrs (which should reduce to around 14hrs at level 107 if you have kept up with completing mysteries to get the better researchers). You can see more about researchers and missions here: https://runescape.wiki/w/Research
Bear in mind that research missions will use materials you did not excavate for, and additionally cost an up-front payment in Chronotes. I suggest doing research missions only if you have 107 archaeology and Dr Nabanik unlocked. This of course does not include Special research, such as those for Mysteries, etc, that tend to give good chunks of EXP and are necessary.
With this in mind, you will be able to use this DXP weekend to still try to break as close to even this way, or take full advantage and burn a bunch of money to get insane EXP/hr. I personally would advise you just jump in and go for the max EXP/hr, but I understand some are unable to afford as many materials outside of what they gather.
Hopefully this helps a little bit, albeit basic or common knowledge. Please feel free to let me know if you have any questions, criticism, or tips for others that I did not include. Happy training everyone!
submitted by doom_lord700 to runescape

[STATS] Deeeep Revamp Animal Ideas PT. 1

#-v0.1a
Ok guys i want opinions, questions, balancing ideas, typos (whoops), missing info, Octopus/squid ideas, ideas for animals that are on the tree and not on the post, etc. Once I get permissions I will add the rest.
Tree: https://pasteboard.co/Jvn1ZJe.png
If I'm not lazy I'll make a chart in the finial release.
ROBUST CLUBHOOK SQUID: (size: https://upload.wikimedia.org/wikipedia/en/1/1c/Moroteuthis_robusta.jpg, color: https://upload.wikimedia.org/wikipedia/commons/e/e3/Fish4071_-_Flickr_-_NOAA_Photo_Library.jpg)
  1. Biomes:
    1. Deeeep
  2. Stats:
    1. Evolves From:
      1. Dana Octopus Squid
    2. Tier:
      1. 10
    3. Speed:
      1. 90%
    4. Can Walk, Walk Type:
      1. False, N/A
    5. Walk Speed:
      1. 100%
    6. Health Multiplier:
      1. 10.0 (1000)
    7. Damage Multiplier:
      1. 7.0 (140)
    8. Damage Block:
      1. 0%
    9. Damage Reflection:
      1. 0%
    10. Attack Penetration:
    11. 50%
    12. Bleeding Reduction:
    13. 0%
    14. Boosts:
    15. 3
    16. Boost Type(s):
    17. 0, ½, 1
    18. Boost Charge Time(s):
    19. 0ms, 800ms (if this is not possible 1500ms), 3000ms
    20. Oxygen Time:
    21. 10
    22. Temperature Time:
    23. 10
    24. Pressure Time:
    25. 10
    26. Salinity Time:
    27. 20
  3. Forms:
    1. Normal:
      1. N/A
  4. Ability:
    1. Active:
      1. Full charge = Damage 225, Bleed 3.0s, Stun 1.0s, Slow 33% 2.0s (Stun, Bleed, and Slow are non-stackable), Uses 1 boost
      2. Half = Damage 212, Stun 0.5s, Slow 33% 1.0s (Stun, and Slow are non-stackable), Uses 1 boost
      3. Charge = Standard, Uses 1 boost
    2. Passive:
      1. N/A
COCKATOO SQUID: (size: https://upload.wikimedia.org/wikipedia/commons/8/85/Galiteuthis_phyllura.jpg, color: https://ocean.si.edu/sites/default/files/styles/photo_full/public/4-Cranchid_1-full_1.jpg)
  1. Biomes:
    1. Deeeep
  2. Stats:
    1. Evolves From:
      1. Dana Octopus Squid
    2. Tier:
      1. 10
    3. Speed:
      1. 110%
    4. Can Walk, Walk Type:
      1. False, N/A
    5. Walk Speed:
      1. 100%
    6. Health Multiplier:
      1. 11.0 (1000)
    7. Damage Multiplier:
      1. 7.0 (140)
    8. Damage Block:
      1. 0%
    9. Damage Reflection:
      1. 0%
    10. Attack Penetration:
    11. 50%
    12. Bleeding Reduction:
    13. 0%
    14. Boosts:
    15. 3
    16. Boost Type(s):
    17. 0, ½, 1
    18. Boost Charge Time(s):
    19. 0ms, 350ms, 700ms
    20. Oxygen Time:
    21. 15
    22. Temperature Time:
    23. 10
    24. Pressure Time:
    25. 10
    26. Salinity Time:
    27. 20
  3. Forms:
    1. Inflated:
      1. -20% speed
      2. Becomes translucent
      3. Changes to deflated form when damaged or boosting
    2. Deflated:
      1. N/A
  4. Ability:
    1. Active:
      1. Full charge = Switches forms, Uses 1 boost
      2. Charge = Boosts and inks opponent (ink lasts 1.0s and does not cover up as much field of view), Uses 1 boost
    2. Passive:
      1. Food eaten “stays” there as a ghost for 3.0s (doesn’t give exp, boost, heal, etc.)
      2. Damage, speed, and heal go down the less health it has. (Damage: 0 - -80%, Speed: 0 - -60, Healing: 1 - 0.1, the point where they start and stop is the same as Elephant Seal)
      3. Damage doubled if translucent
BIGFIN SQUID: (size & color: https://upload.wikimedia.org/wikipedia/commons/1/14/LongArmSquid.jpg)
  1. Based off of idea by fishy_5/ in /deeeepioartworks/ (https://www.reddit.com/deeeepioartworks/comments/j8ctp1/elbow_squid/)
  2. Biomes:
    1. Deeeep
  3. Stats:
    1. Evolves From:
      1. Dana Octopus Squid
    2. Tier:
      1. 10
    3. Speed:
      1. 100%
    4. Can Walk, Walk Type:
      1. False, N/A
    5. Walk Speed:
      1. 100%
    6. Health Multiplier:
      1. 9.0 (900)
    7. Damage Multiplier:
      1. 6.0 (120)
    8. Damage Block:
      1. 0%
    9. Damage Reflection:
      1. 0%
    10. Attack Penetration:
    11. 50%
    12. Bleeding Reduction:
    13. 0%
    14. Boosts:
    15. 3
    16. Boost Type(s):
    17. 0, ½, 1
    18. Boost Charge Time(s):
    19. 0ms, 1600ms (2000ms), 4000ms
    20. Oxygen Time:
    21. 10
    22. Temperature Time:
    23. 10
    24. Pressure Time:
    25. 15
    26. Salinity Time:
    27. 10
  4. Forms:
    1. Passive:
      1. N/A
    2. Active:
      1. Arms forward with red “inner arms”
    3. Poke 1-8:
      1. Uses each arm respectively
  5. Projectiles, etc.
    1. Shockwave:
      1. Does not stack or work if already stunned
      2. High knockback
      3. Once an opponent is hit it keeps moving and he can not be affected again for 1.0s
      4. 50 damage
      5. +50% damage reflection
      6. -5% Damage Block
      7. 3.0s stun
      8. Speed 1.25x speed of Cachalot’s shockwave
      9. All Bigfin Squid are unaffected by shockwave but are by charged stun
      10. Dies if it hits a wall
      11. Forms at point of contact
  6. Ability:
    1. Active:
      1. Full charge = 200 Damage, Knocks back the opponent (a little out of the shockwaves reach) and creates shockwave, Uses 1 boost
      2. Half charge = 160 Damage Stun 1.0s, Uses 1 boost
      3. Poke = Change form to Poke (starting at 1 and ending at 8) Damage 40, 50ms Stun, Attack Penetration +50%, Uses ¼ boost
    2. Passive:
      1. N/A
  7. ETC.
    1. If both use a charged attack then both are stunned
    2. If charge does not hit an enemy it does not form a shockwave
HUMBOLDT SQUID:
  1. Based off of idea by WertyWertz/ in /deeeepioartworks/ (https://www.reddit.com/deeeepioartworks/comments/iswku8/animal_humboldt_squid_tier_10_rework_read_every/)
  2. Permission need (No reply yet)
DANA OCTOPUS SQUID: (size & color: https://upload.wikimedia.org/wikipedia/en/a/ab/Taningia_danae_hunting.jpg)
  1. Biomes:
    1. Deeeep
  2. Stats:
    1. Evolves From:
      1. Vampire Squid
    2. Tier:
      1. 9
    3. Speed:
      1. 90%
    4. Can Walk, Walk Type:
      1. False, N/A
    5. Walk Speed:
      1. 100%
    6. Health Multiplier:
      1. 7.0 (700)
    7. Damage Multiplier:
      1. 5.0 (100)
    8. Damage Block:
      1. 0%
    9. Damage Reflection:
      1. 0%
    10. Attack Penetration:
    11. 50%
    12. Bleeding Reduction:
    13. 0%
    14. Boosts:
    15. 2
    16. Boost Type(s):
    17. 0
    18. Boost Charge Time(s):
    19. 0ms
    20. Oxygen Time:
    21. 20
    22. Temperature Time:
    23. 10
    24. Pressure Time:
    25. 10
    26. Salinity Time:
    27. 20
  3. Forms:
    1. Normal:
      1. N/A
    2. Light:
      1. If hit “inks” opponent with light on contact 4.0s
  4. Ability:
    1. Active:
      1. Charge = Changes form to Light, +50% Speed 2.0s, +50% attack 1.0s, Uses one boost
    2. Passive:
      1. N/A
GIANT WARTY SQUID: (size: http://tolweb.org/accessory/Kondakovia_longimana_Description?acc_id=1367, color: https://pbs.twimg.com/media/DsIs3QPXoAAfOVA?format=jpg&name=large)
  1. Biomes:
    1. Deeeep
  2. Stats:
    1. Evolves From:
      1. Vampire Squid
    2. Tier:
      1. 9
    3. Speed:
      1. 105%
    4. Can Walk, Walk Type:
      1. False, N/A
    5. Walk Speed:
      1. 100%
    6. Health Multiplier:
      1. 6.0 (600)
    7. Damage Multiplier:
      1. 4.0 (80)
    8. Damage Block:
      1. 0%
    9. Damage Reflection:
      1. 0%
    10. Attack Penetration:
    11. 50%
    12. Bleeding Reduction:
    13. 0%
    14. Boosts:
    15. 2
    16. Boost Type(s):
    17. 0
    18. Boost Charge Time(s):
    19. 0ms
    20. Oxygen Time:
    21. 30
    22. Temperature Time:
    23. 10
    24. Pressure Time:
    25. 15
    26. Salinity Time:
    27. 20
  3. Forms:
    1. Normal:
      1. N/A
  4. Projectiles, etc.
    1. Ink:
      1. -33% Speed
      2. -25% Damage
  5. Ability:
    1. Active:
      1. Charge = Inks, +25% Damage, Uses 1 Boost
    2. Passive:
      1. Is able to sense the tier and animal far away (same as Barreleye)
VAMPIRE SQUID: (size & color: https://upload.wikimedia.org/wikipedia/commons/e/ee/Vampyroteuthis_infernalis_dorsal_view.jpg)
  1. Biomes:
    1. Deeeep
  2. Stats:
    1. Evolves From:
      1. Tier 7
    2. Tier:
      1. 8
    3. Speed:
      1. 95%
    4. Can Walk, Walk Type:
      1. False, N/A
    5. Walk Speed:
      1. 100%
    6. Health Multiplier:
      1. 5.0 (500)
    7. Damage Multiplier:
      1. 4.0 (80)
    8. Damage Block:
      1. 0%
    9. Life Steal
      1. 50%
    10. Damage Reflection:
    11. 0%
    12. Attack Penetration:
    13. 50%
    14. Bleeding Reduction:
    15. 0%
    16. Boosts:
    17. 2
    18. Boost Type(s):
    19. 0, 1
    20. Boost Charge Time(s):
    21. 600ms
    22. Oxygen Time:
    23. 20
    24. Temperature Time:
    25. 10
    26. Pressure Time:
    27. 20
    28. Salinity Time:
    29. 20
  3. Forms:
    1. Normal:
      1. N/A
    2. Captured
      1. +↓25% speed
      2. Can not attack
  4. Ability:
    1. Active:
      1. Full Charge = Captures opponent (≤8 tier animals), does 20 DPS for 5.0s (Life Stolen), Changes form to Captured form, Bleed 5 DPS 1.5s to opponent on release
      2. Charge = Standard
    2. Passive:
      1. If bleeding +50% Life Steal
JAPANESE SPIDER CRAB:
  1. Based off of idea by Reshelve_the_apes/ in /deeeepioartworks/ (https://www.reddit.com/deeeepioartworks/comments/i6tgrs/japanese_spider_crab_cthulhu_crab_v1/)
  2. Biomes:
    1. Deeeep
    2. Artic
  3. Stats:
    1. Evolves From:
      1. Mantis Shrimp
    2. Tier:
      1. 10
    3. Speed:
      1. 50% +Sink
    4. Can Walk, Walk Type:
      1. True, All Surfaces (e.g. seafloor, islands)
    5. Walk Speed:
      1. 130%
    6. Health Multiplier:
      1. 8.0 (800)
    7. Damage Multiplier:
      1. 5.0 (100)
    8. Damage Block:
      1. 60%
    9. Damage Reflection:
      1. 0%
    10. Attack Penetration:
    11. 30%
    12. Bleeding Reduction:
    13. 20%
    14. Boosts:
    15. 3
    16. Boost Type(s):
    17. 0, 1
    18. Boost Charge Time(s):
    19. 800ms
    20. Oxygen Time:
    21. 60
    22. Temperature Time:
    23. 10
    24. Pressure Time:
    25. 20
    26. Salinity Time:
    27. 20
  4. Forms:
    1. Normal:
      1. Has very large jump (Like a Coconut Crab charge) and huge charge (1.5x Coconut Crab charge)
    2. Hidden
      1. Appears as Hydrothermal vent with regenerating “food”
      2. If food is eaten -10% speed on opponent (stackable with other slows but not itself)
      3. -15% speed to self 4.0s
      4. Changes form when moving or attacking
  5. Ability:
    1. Active:
      1. Full Slash = 0.5s Stun, 3.0s Slow -41%
      2. Slash = Standard
      3. Full Charge = 0.5s Stun, 3.0s Slow -41%
      4. Charge = Standard
    2. Passive:
      1. Staying still 3.0s changes it to Hidden form
-----
EXTRA (for fede if he needs it):
WS = Walk Speed
HM = Health Multiplier
DM = Damage Multiplier
DB = Damage Block
DR = Damage Reflection
AP = Attack Penetration
BR = Bleeding Reduction
OT = Oxygen Time
TT = Temperature Time
PT = Pressure Time
ST = Salinity Time
SS = Size Scale
---
ROBUSTCLUBHOOKSQUID STATS Tier: 10 Speed: 90% WS: 100% HM: 10.0 (total: 1000) DM: 7.0 (total: 140) DB: 0% DR: 0% AP: 50% BR: 0% Boosts: 3 OT: 20 seconds TT: 10 seconds PT: 15 seconds ST: 20 seconds SS: TODO Has charge boost?: yes Charge boost load time: 3000.0ms
COCKATOOSQUID STATS Tier: 10 Speed: 110% WS: 100% HM: 11.0 (total: 1100) DM: 7.0 (total: 140) DB: 0% DR: 0% AP: 50% BR: 0% Boosts: 3 OT: 15 seconds TT: 10 seconds PT: 10 seconds ST: 20 seconds SS: TODO Has charge boost?: yes Charge boost load time: 700.0ms
BIGFINSQUID STATS Tier: 10 Speed: 100% WS: 100% HM: 9.0 (total: 900) DM: 6.0 (total: 120) DB: 0% DR: 0% AP: 50% BR: 0% Boosts: 3 OT: 10 seconds TT: 10 seconds PT: 15 seconds ST: 10 seconds SS: TODO Has charge boost?: yes Charge boost load time: 3000.0ms
DANAOCTOPUSSQUID STATS Tier: 9 Speed: 95% WS: 100% HM: 7.0 (total: 700) DM: 5.0 (total: 100) DB: 0% DR: 0% AP: 50% BR: 0% Boosts: 2 OT: 20 seconds TT: 10 seconds PT: 10 seconds ST: 20 seconds SS: TODO Has charge boost?: no
HUMBOLDTSQUID STATS Permission need (No reply yet)
GIANTWARTYSQUID STATS Tier: 9 Speed: 105% WS: 100% HM: 6.0 (total: 600) DM: 4.0 (total: 80) DB: 0% DR: 0% AP: 50% BR: 0% Boosts: 2 OT: 30 seconds TT: 10 seconds PT: 15 seconds ST: 20 seconds SS: TODO Has charge boost?: no
VAMPIRESQUID STATS Tier: 8 Speed: 95% WS: 100% HM: 5.0 (total: 500) DM: 4.0 (total: 80) DB: 0% DR: 0% AP: 50% BR: 0% Boosts: 2 OT: 20 seconds TT: 10 seconds PT: 20 seconds ST: 20 seconds SS: TODO Has charge boost?: yes Charge boost load time: 600.0ms
JAPANESESPIDERCRAB STATS Tier: 10 Speed: 50% WS: 130% HM: 8.0 (total: 800) DM: 5.0 (total: 100) DB: 60% DR: 0% AP: 30% BR: 20% Boosts: 3 OT: 20 seconds TT: 10 seconds PT: 20 seconds ST: 20 seconds SS: TODO Has charge boost?: yes Charge boost load time: 800.0ms
submitted by Hyrumveneno to deeeepioartworks

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