Talk:Flash Powder Factory

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This talk page is for discussing the Flash Powder Factory page.

Untitled[edit source]

Discuss the Flash Powder Factory minigame here.

Rogue's armour set[edit source]

I know you can still get the armour from searching rubble inside the minigame, but can anyone confirm/discount that the full set gives +2 minutes (17 minutes total) per game?  Sal  18:14, December 13, 2011 (UTC)

the body gives a +2 minute bonus as stated in the rewards interface. "the factory body gives two minutes more in the factor per game." Branmans 20:54, December 13, 2011 (UTC)

The armour you get from searching the rubble does not give any of the bonuses that the factory armor offers, it is purely cosmetic. It is in fact the old activity reward, and is most likely there to keep the old reward from going "rare". ^ That is incorrect - it gives exactly the same in-game rewards, but it does not provide the benefit of making (4) dose potions instead of (3) dose when training herblore 13:08, March 20, 2013 (UTC)

Where is this rubble you can search? I haven't spotted it yet.

KingAronIV 22:33, December 13, 2011 (UTC)

Added a picture of rubble. It's not that easy to spot. Helmet of trials detail.png Gielinoran Helmet of trials detail.png 22:58, December 13, 2011 (UTC)

It seems to me like rubble only appears next to Reagant machines (A) and Mixer Machines.

Has anyone found rubble in other spots? It would be nice to have it confirmed

KingAronIV 21:57, December 17, 2011 (UTC)

It is definitely only found next to the mixer and regagent (A) machines (blue and red arrows) on the outer edges AND NOT by the charge machines in the outer corners. It looks like a collection of grey stones and is difficult to spot at first, but becomes much easier to see with practice. 13:08, March 20, 2013 (UTC)

Reward points vs. Brianpoints[edit source]

After 4 rounds of play I found the following,

Brianpoints Reward points ratio (B per R)
1187 154 7.71
1013 145 6.99
965 143 6.75
841 137 6.14
720 131 5.50
701 130 5.39
683 129 5.29
675 128 5.27
659 127 5.19
626 126 4.97
342 68 5.03
217 42 5.17
100 20 5

More data may clear up what the actual ratio/steps are.

forgot to sign Branmans 21:30, December 13, 2011 (UTC)

Let me help you with that, I added my 4 recorded rounds.

And I corrected your ratio's

It's odd that the ratio first goes down between 217 and 626 to then consisently go up

KingAronIV 22:27, December 13, 2011 (UTC)

I've added the formula to the main article: points before 625 count as .2 each, and points after count as .05 each. You then add one, and round to the nearest whole number. It maybe off by one or two below 625, though: I don't think you add one before that point. 22:38, December 13, 2011 (UTC)

Someone put into the article that the cutoff is 500 for nerf. Notice how that formula works for 0 of the datapoints above. In other news, my formula has proved inaccurate in the range 400-625.


I had a suggestion that changes the formula slightly:

Below 630, simply multiply by 0.2 and round down

Above 630: 125 + (score-600)*0.05 and round down

This seems to fit all the data exactly (I've added a couple more points) but doesn't seem quite as elegant. Cutoff of 630 was chosen because at this point the two formulae are equal. A bit more data around that point would be useful... but it definately seems it isn't worthwhile playing on once you've mixed 6 batches. I haven't made any changes to the article.

Armcie 02:02, December 14, 2011 (UTC)

I got a little something to add to the confusion: I just finished a game with 515 BrianPoints, and got 120 Reward points. It may have to do with the Flash powder I found in the rubble, some hidden bonus maybe? Herblore-icon.pngDimchordtalkSlayer-icon.png 12:53, December 14, 2011 (UTC)

Just found another flash powder in the rubble, but did not get a bonus (550ish BP, 102 RP) Herblore-icon.pngDimchordtalkSlayer-icon.png 16:40, December 14, 2011 (UTC)

Brian points 566 reward 123, left 3mins early. 02:38, December 15, 2011 (UTC)

Looking at the scores it seems that 20 bonus points are awarded if you leave with less than 5 minutes remaining (as shown in the interface). The following is data from my own runs + all of the above submissions:

points reward received time left reward as per formula difference actual - formula
566 123 3 103.3 19.7
550 102 unknown 102.5 -0.5
515 120 unknown 100.75 19.25
1187 154 unknown 134.35 19.65
1013 145 unknown 125.65 19.35
965 143 unknown 123.25 19.75
841 137 unknown 117.05 19.95
720 131 unknown 111 20
701 130 unknown 110.05 19.95
683 129 unknown 109.15 19.85
675 128 unknown 108.75 19.25
659 127 unknown 107.95 19.05
626 126 unknown 106.3 19.7
588 124 3 104.4 19.6
623 126 0 106.15 19.85
561 103 5 103.05 -0.05
563 123 0 103.15 19.85
736 131 1 111.8 19.2
342 68 unknown 68.4 -0.4
217 42 unknown 43.4 -1.4
100 20 unknown 20 0
103 20 12 20.6 -0.6
210 62 0 42 20
203 40 7 40.6 -0.6
121 24 11 24.2 -0.2
105 21 13 21 0
101 40 0 20.2 19.8
373 94 4 74.6 19.4
493 98 5 98.6 -0.6

Rounding has not been taken into account. The data suggests with 5 or more on the clock, the difference from the formula ~0. Less than five the difference is ~20. Some of the higher unknown times are likely to fall below 5 bacause of the high score. --Henneyj 20:30, December 16, 2011 (UTC)

Can someone compare this to other ways of training agility and theiving and say whether or not this is a good method of training?  —The preceding unsigned comment was added by (talk).

The +20 point bonus now appears whenever your counter shows < 10 minutes remaining on the clock. (I don't have the armor piece that gives +2 minutes in the factory, so I can't speak to the threshold in that case). My guess is that this change came along with the mid-January 2012 change in scoring (introducing penalty points if you leave too early). -- Haystacks

I've now done test runs with 14, 13, 12, ..., 3, 2 minutes left on the clock at time of exit, all without a factory top. I find the following:

  • 20 points is now added to score when the displayed time remaining is 9 minutes or less (previously was 4 minutes or less).
  • The penalty is the displayed time remaining divided by 15, expressed as a percentage, and rounded down. The penalty is capped at 50% and is forced to 0% when the displayed time remaining is 2 minutes or less. In Excel this can be written as (note that $A24 is a reference to time remaining):
    • =FLOOR(MIN(IF($A24>2,$A24/15,0),0.5),0.01)

Request: Can anyone make a few tests with a factory top? Specifically:

  1. With a factory top equipped, end games at 10 minutes and 9 minutes time remaining and see where the +20 score bonus pops up. (In these cases the penalty should be 50% so you should receive either (roughly) floor(score/10) if the bonus does not apply or floor(score/10)+10 if the bonus does apply. Ideally you would try other times if necessary to find out exactly when the bonus kicks in. If you want, you can simply report time remaining, raw score, and brianpoints for these times & I'll check the values.
  2. With a factory top equipped, end games at 8, 7, 6, 5, 4, 3, and 2 minutes remaining and report the penalty percentage.

Haystacks 18:47, February 5, 2012 (UTC)

Slight reorg -- I added subheadings "Brianpoints" and "Buying Rewards" to clarify things -- the old section was a bit too long and hard to navigate if all you want to do is find the list of reward items. I also moved the section on Experience Rates (which needs updating) below the rewards section -- it makes no sense to talk about experience rates, with references to Brianpoints and penalties, until those items have been discussed.Haystacks 16:53, February 9, 2012 (UTC)

Experience Rates[edit source]

I've added a section for experience rates. I don't know much about the rates for thieving experience here, but after using some common knowledge and testing it out with a few people I have found it to be excellent agility experience per hour.

If someone wants to expand upon that section and possibly add the thieving experience rates, feel free.

Ff7hb 04:12, December 19, 2011 (UTC)

That exp rate is wrong I'm averaging just over 1200 brain points an hour & could get more if I had the full set... It's more like 115k+ an hour. Potentally even higher depending on bonuses. 80k must be if your laggy or are bad at figuring out where to go next.

Yes I understand that much higher than 80k/hr is possible, that's why I put "80k+". To get the type of xp you're talking about you have to be playing in a near empty world without any misclicks, failures, or lag. I put 80k+ because the average player is only going to get around 80-90k xp/hr. Anyhow, thanks for replying and feel free to add on or correct the section if you want to. Ff7hb 08:17, December 25, 2011 (UTC)

Did you actually use a stopwatch to time yourself? 1200 Brianpoints in one hour is absolutely not possible, let alone as an average. You'd need to make one batch pretty much every minute. Even with both reagents A and B adjacent to each other, no relevant corridors blocked, without failing any obstacles, and starting from a mixer right next to the reagents, it took me 50 seconds to make the batch. If I had failed an obstacle, this time would already have been pushed close to one minute, and if a corridor had been blocked, it could easily have added another 20 seconds. And being blocked happens very frequently in this minigame. Personally, I think 80k exp per hour is also quite an optimistic figure for an average. Seeing as you only get ~70k exp per hour (and realistically less than this) at the best agility course in the game with an Agility level of 92, you wouldn't expect a minigame that you can play with level 75 Agility, at no disadvantage, to give much more than this if at all.The Guy 7 18:24, December 31, 2011 (UTC)

Yeah I didn't really want to argue with that guy but you're right; 1200 brianpoints per hour isn't possible. It's been tested and so far I think the max you can realistically achieve is ~1000 an hour. But, as I mentioned earlier, the average player is only going to get around 80-90k xp/hr. Thanks for your input. Ff7hb 06:24, January 4, 2012 (UTC)

Friendship is Magic dialogue reference[edit source]

"The pressure will become dangerous in ten seconds flat" has been comfirmed by Mod Moltare as a reference to the MLP:FiM inspired "ten seconds flat" meme, tempted to put it in trivia.

You should, it has more credibility than 99% of "references." (Ex: Wally the user of Silverlight being a supposed reference to Wall-E, the disney cartoon that came out a few years AFTER a character was named Wally in RS.) I would say trivia is consistently the worst section of articles just because everyone wants to draw lines that don't exist. Liudeius 23:18, January 19, 2012 (UTC)

Scoring changed[edit source]

Jagex have just massively changed the scoring, it's now much harder. Leaving the factory with 514 points before time was up gave a stated 33% penalty, but points earned was only 39. Staying the full amount of time earned a score of 1013, but only 145 reward points. Getting the outfit is now going to take much, much longer, unless it gets changed back. Egdcltd 14:22, January 11, 2012 (UTC)

It appears there's been a massive cock up on their part and the penalty % is actually the percentage of points you get, so for example you got 33% of the points instead of 67%. --Henneyj 15:49, January 11, 2012 (UTC)
I think the entire new scoring system is still messed up. Before, you essentially were penalised for doing well. Now, you're penalised both for doing well and leaving early. Given that there is still little point in earning points after 500, the most effective method I've found is get to 500, then do nothing for the rest of the game. Doing that, I earned 121 points in half the required time. Sure, I could have run around for the entire time to get an extra 24 points, but why bother? Egdcltd 15:54, January 11, 2012 (UTC)
I agree it's a terrible solution. In fact of you can get to 500 in about 5 minutes you're probably still better off leaving early. --Henneyj 16:03, January 11, 2012 (UTC)
There probably is some good break-even point between time wasted and penalties incurred. The 39 points I got took about 7 minutes, so in that case waiting the extra 8 would have earned enough to cover the time wasted. However, it may well have been worthwhile to leave earlier, but I need more information to work that out. Egdcltd 16:07, January 11, 2012 (UTC)
I made a few plots. Unless you can earn an impossibly high game score per minute, you are now better off waiting until the time remaining shows 2 minutes or less before exiting. For example, if you can earn 100 score per minute, then in 5 minutes you'll have 500 score which translates to 50 Brianpoints (10 Brianpoints/min). If you play for 13 minutes (so that the clock just ticks down to 2 minutes remaining), you will have 1300 score. With the 20 point bonus and no penalties this translates to 160 Brianpoints (12.3 Brianpoints/min). -- Haystacks 17:06, February 9, 2012 (UTC)

Why is this?[edit source]

"To maximize your rewards earned per hour, keep playing until your time remaining shows 2 minutes. If you have the Factory top, quit when your time remaining shows 4 minutes."

It doesn't specify why this is so. Could someone please explain it? --Jamamon (talk) 22:25, October 27, 2013 (UTC)

It should be explained, afaik. Cbb to look for it atm but in short: the longer you stay and more points you get, the less 'reward points' you get per point earned in the game (and thus the less 'reward points' per minute). Leaving earlier than the 2 minutes makes you incur a 'reward point' penalty. IP83.101.44.209 (talk) 05:52, October 28, 2013 (UTC)
Ah, that makes sense. Thank you. --Jamamon (talk) 22:59, October 28, 2013 (UTC)

Flash Powder Outfit inconsistency[edit source]

I found an inconsistency regarding the effect of the Flash Powder outfit. On the Flash Powder Factory page, in the rewards section, it states that the outfit does not work for Juju Potions, however on the Flash Powder Outfit page, it states that it does work for Juju's. Can anyone verify which of these is correct?

Chenw (talk) 00:59, August 15, 2014 (UTC)