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Abyss runecrafting, with or without a familiar?
Topic Started: Jul 10 2011, 07:23 AM (1,216 Views)
cHoMpAi
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Phr33 Eggs from Y0sh1 nd Ch@n5EE
Since I'm going to be here for the rest of the month getting 96 rcing (and bank wealth to last me a year), I've felt like recording efficiency when using or when not using abyssal familiars.




SCROLL ALL THE WAY DOWN FOR RESULTS




Factors:

  • Varying locations of the Zamorak mage when teleporting to the Abyss
  • Area in the Abyss spawned at
  • Whether or not obstacles are completed on first attempt
  • Which obstacles are encountered (either a gap or a rock, the latter taking longer)

Inventory methods
Using two popular and commonly disputed methods of running essence;

  • Med-Giant pouch with 25 essences (no familiar), though 52 essences were carried every run, only 49 were processed for speed.
  • Small-Giant pouch with 24 essences with familiar (7 essences), all essence was processed each inventory.

Notes/disclaimers:

  • Run was constantly on during this experiment.
  • A dwarven army axe was wielded during this experiment. Wielding a higher level pickaxe or having a higher mining/agility level for the obstacles will reduce your chances of failing them.
  • The death rift was used to runecraft, this may apply for any rift you choose to use as you may spawn in various locations when teleporting to the abyss.
  • An abyssal lurker was used in this experiment, all abyssal familiars can hold 7 essences, though a lurker lasts the longest. Using an abyssal titan may result in it getting stuck behind walls, etc.
  • No pouches degraded during this experiment, due to the use of "Repair Rune Pouch", a lunar spell from Livid Farm which makes the pouches last about 10x longer before degrading.
  • This experiment does not apply to runecrafting Law runes in the Abyss, as familiars may not be used, and obstacles may take longer to complete, as you may not always spawn near a gap and may have to run around the perimeter for an obstacle that can be completed.
  • This may not apply to runecrafting Astral runes, Nature runes using Spirit Grahhks, or runecrafting at the ZMI altar.

Each run begins after a fresh login (which means no "teleportation lag" until accumulated afterwards, however this also includes a bank PIN on the first run)

Each lap was counted as so;

  • Lap time began timing upon leaving the north edgeville bank booth (all banking was done here).
  • New lap began after loading inventory (and familiar if applicable) with essence and after leaving the bank window.

Laps were discarded if:

  • A random event was encountered.
  • An abyss pker attempted to kill me.


Method 1: Med-Giant pouch with 25 essences
Experiment time: 31:08.4
Number of runs completed: 28
Lap times

Average lap time: 1:01.75
Essence ran: 1372 (49 per run)
Failed obstacles: 2
Average essence rate per hour with method 1:


Method 2: Small-Giant pouch with 24 essences with familiar (7 essences)
Experiment time: 30:51.0
Number of runs completed: 24
Lap times

Average lap time: 1:17.9
Essence ran: 1464 (61 per run)
Failed obstacles: 2
Average essence rate per hour with method 2:



In essence (no pun intended), runecrafting without a familiar just barely edges out runecrafting with one, but to me it seems too close to call, as you may or may not have good or bad luck with the many variables that can mess up or help your overall runecrafting rate such as where you are teleported to in the Abyss.

My personal preference? I prefer using a familiar just because it helps me concentrate more and keeps me from getting distracted :P .


Here are some results I collected several months ago for a couple of other types of runecrafting, neither using an abyssal familiar to store essence:

Astrals


Grahhk Natures


ZMI Altar
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