![]() Until then, the table displays values for no junk reduction with no machine only. Please enable JavaScript to be able to change the junk reduction used, or switch to auto disassemblers. The Grand Exchange helps encourage players to trade and keep the flow of gameplay running. An example of this is their Grand Exchange, which is the core of RuneScape’s economy. The average number and cost is given for no junk reduction by default, but this can be changed with the drop-down menu. With the world of RuneScape having stood the test of time, a major part of what goes into the fun of RuneScape is its almost lifelike economy.This, again, makes no attempt account for buy limits or availability, nor extra time spent obtaining untradeable items. The lower the number, the more efficient it is to disassemble. Efficiency ratio is a measure of your efficiency when disassembling this time, taking into account the value of your time - see efficiency for details. The efficiency ratio column can be enabled by the checkbox below.The column also makes no attempt to account for buy limits or availability. ![]() In reality, it will probably be less due to connection latency, server latency, and human error. The materials per hour column is based upon performing the ideal 3,000 disassembly actions per hour.For example, if an item has an average number of 0.13%, you should expect that you'll get 13 materials in 10,000 disassembles (0.13 per 100 disassembles, 0.0013 per disassemble) on average.It is listed as a percentage, to reduce decimal places needed. number column is the number of Protective components you should expect when disassembling each item this represents the junk chance and the number of materials in addition to the raw chance. The raw chance column is the chance per non-junk material to get Protective components when disassembling the item.The "materials each" column is not the number of X components the item gives, but rather how many total materials you'll get everytime you disassemble the item.Untradeable items are excluded, with some exceptions.GE prices may be inaccurate - we can't really do anything about that.Calculator types Most calculators are accompanied by an icon to help identify roughly what the calculator is intended for. Elsewhere on the wiki a price of 21,723.09 per material is assumed. Calculators are used to determine experience points, item manufacturing costs, profits based on real-time prices in the Grand Exchange Market Watch, and much more. For example, killing a chicken gives 6.5 Hits XP, but the number beyond the decimal point is not displayed on screen.This is a list of all tradeable items that can give Protective components with the effective cost per material. The number is divided by four before being displayed in order to allow for a limit set of possible experience values below 0 (0.25, 0.5, and 0.75). The reason for the limit being a quarter of the usual maximum for 32-bit singed integers (2,147,483,647) is because of precision points. Only one character is currently known to have reached the negative experience point, doing so in Thieving, however, the player admitted to botting to do it. Doing so does not cause the level to reset to level 1. It is possible to continue gaining experience afterwards and return to a positive number. Passing the maximum XP results in an integer overflow, and the displayed value will wrap around to a very large negative number. Instead, it is not possible to exceed 536,870,911 ( ) experience in a single skill because of data type limits. Unlike RS2, skills in RuneScape Classic do not have an experience cap at 200 million. The following table shows the relationship between skill level, the experience required for that level, and the difference in experience from the previous level: The amount of experience required to level up increases dramatically.
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