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 A Comparative Analysis of Iron Mining - Dwarven Mine vs Rimmington Mine

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Anafunctor
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PostSubject: A Comparative Analysis of Iron Mining - Dwarven Mine vs Rimmington Mine   Sun Jul 31, 2016 8:26 am

I feel that not enough thought has been put into finding the best location for mining and banking iron ore. As such, I sought to find out the optimal rates for each location and various strategies at each. My results follow.

Broad Conceptual Differences

Rimmington Mine

Pros


  • It's possible to always get most of a full inventory every trip (minus urns)
  • There are four iron rocks in close proximity
  • The location is often less crowded

Cons


  • There was once a bot epidemic at this location. It's been sorted out now, but it could happen again
  • The optimal rotation leaves no standing still time. This means both less afk time (for those inclined to afk) and that players with lower mining levels may miss a rock and not be able to catch up
  • On more populated worlds, the rocks will spawn before you can get to them. This means that you don't gain any time from having a faster spawn rate.
  • The bank is farther away
  • Goblin Raids occasionally spawn at this mine. If you're low combat, only Hollowtoof is left-clickable. At higher combat, all the goblins are left-clickable. (Hopefully someday soon Jagex will add the option to only right click attack NPCs, as has been implemented in OldSchool).

Dwarven Mine

Pros


  • The deposit box is very close by
  • The optimal rotation has a long waiting period. This means that players with lower mining levels can only potentially lose time by failing to get ore from a single rock in the rotation, rather than from every rock. This gap can also be filled by doing things which take minimal inventory space, such as high alchemy or mining the nearby coal, mithril and adamantite rocks.
  • The gap time also means that if the respawn rate of the ores is increased, the gathering rate is also increased, because the gap diminishes.

Cons


  • This location is often crowded.
  • The bank is very far away (this is irrelevant if you don't use urns)
  • If you're using urns, the early trips to the deposit box are very inefficient
  • There are only 3 rocks in close proximity (if you know a way to integrate a fourth or fifth rock into a rotation without losing too much time, don't hesitate to comment)
  • The scorpions here are aggressive to low level players. At higher levels, it's possible to misclick on a scorpion, which wastes some time.


Analysis of Optimal Rates

Rimmington Mine With Urns


First we'll figure out how much time it takes for one loop. Here, a loop is

  1. Teleporting with the clan vexillum
  2. Banking
  3. Running to the iron
  4. Filling an inventory with iron


Teleporting with the clan vexillum takes 5 ticks*. This will land you randomly in a 5x5 square whose northeast corner is the southernmost ritual stone (south of the citadel portal). It then takes an average of 6.6 ticks (averaged over these 25 squares) to get to the bank. I'll assume it takes 2 ticks to bank (it can take longer if you lag a lot when opening the bank).

From the bank, there are 58 squares to the northern iron rock. This then takes 29 ticks to run.

You will almost always mine 27 ores per inventory here (see my guide on urn management). Starting by standing at the northern rock, it will take 139 ticks to fill your inventory, assuming no loss (4 ticks for the first ore, then 6 loops of 4 ores and 21 ticks each, then finally two more ores, which takes 9 ticks - two running and 7 mining). You would then teleport with the clan vexillum, completing the loop.

In all, it takes an average of 181.6 ticks to complete a loop, assuming no misclicks, gems etc. During this, you gain 27 iron ores, or an average of 1134 mining experience (remember that we're using urns). This amounts to 892 ores per hour and 37,467 experience per hour.

*A tick is when all the action of Runescape takes place. If you click to move somewhere, you may notice a delay before you start moving. This affects movement (two squares per tick if running, one if walking), mining, and just about everything else in Runescape. A tick occurs roughly every 0.6 seconds, so in an hour there are 6000 ticks.

Rimmington Mine Without Urns


Here, a loop is very similar, but you mine 28 ores per trip instead. It will thus take an extra 6 ticks to fill your inventory (2 ticks running + 4 ticks mining). In all, it takes 187.6 ticks on average to complete a loop. This amounts to 896 ores per hour and 31,343 experience per hour.

Dwarven Mine Without Urns


A loop here is only slightly different than the above.


  1. Mining the iron
  2. Entering the resource dungeon and deposit the ores
  3. Returning to the iron rocks


Mining here depends heavily on the respawn time for iron rocks. The time it takes for iron to respawn depends on the population of the world you're on. For most f2p worlds. this is 17 ticks. However, if the world gets to 100 people or more, this will decrease to 16 ticks. If the population increases further (to somewhere between 388 and 589 people), the respawn time will decrease to 15 ticks. This last one typically only applies to World 3.

In the first case, mining 28 ores takes 193 ticks (4 ticks for the first ore, then 9 loops of 3 ores and 21 ticks each).

In the second case, in the first case, mining 28 ores takes 184 ticks (4 ticks for the first ore, then 9 loops of 3 ores and 20 ticks each).

In the third case, in the first case, mining 28 ores takes 175 ticks (4 ticks for the first ore, then 9 loops of 3 ores and 19 ticks each).

Running to the deposit box takes 8 ticks (including the 3 tick animation when entering. Once you're in, you can immediately click on the deposit box and skip the rest of the animation). I'll assume it takes 2 ticks to deposit the ores. It then takes 5 ticks to return to the iron rocks (there's no exit animation). This is then a total of 15 ticks to deposit the ores and return.

In all, it takes 208 ticks to mine 28 ores for 808 ores per hour and 28,269 experience per hour.

If the world population is more than 100, it'll take 199 ticks per inventory, for 844 ores per hour and 29,548 experience per hour.

If the world population is more than 500(ish), it'll take 190 ticks per inventory, for 884 ores per hour and 30,947 experience per hour.

Dwarven Mine With Urns


This is the complicated one. To help us out, I wrote some code. The idea is that at each step, your current state is determined by how many ores are in your inventory, how many urns you have left, how full your current urn is, which iron rock you're standing at, and which iron rock is the next to spawn. This state completely determines your next action and what your state will be after that action.

Using this idea, we can completely simulate an optimal loop, starting and ending with a clan vexillum teleport.

The two basic strategies I'm testing determine how long you stay after you finish your last urn. The first says to finish off that inventory. The second says to bank right away.

The time it takes for iron to respawn depends on the population of the world you're on. For most f2p worlds. this is 17 ticks. However, if the world gets to 100 people or more, this will decrease to 16 ticks. If the population increases further (to somewhere between 388 and 589 people), the respawn time will decrease to 15 ticks. This last one typically only applies to World 3.

The code, should you wish to try it yourself, is below. It requires Python3 to be installed on your computer (available for free) as well as the matplotlib and itertools modules. When you install Python3, you should be able to find information on how to install modules.

Some Code:
 

Using that, we get some graphs.

Graphs:
 

As you can see, all of these optimal rates are under the optimal rate for Rimmington Mine.

Conclusion

Efficiency-wise, Rimmington Mine is unquestionably better. The only cons that have an unquantified effect are the spawning of goblin raids, the fact that Rimmington is less forgiving of missed ticks, and the possibility of another bot epidemic. If f2p were to become much more popular and a sufficient number of worlds had populations of 750 or more, this would swing around back to the Dwarven Mine (the optimal xp rate is 39,745 xp/hour if there are 900+ players on the world and does not increase beyond this).

Additionally, you can see that using urns increases the experience rate significantly, while not dropping the ore rate by very much. Some calculations (which you can do yourself!  Razz ) would show that it's always better to use urns, even if you include the time required to make them.

As always, feel free to point out any errors or things that you think you could do better. I'm in search of the truth; I'm not trying to prove something I already think is true. I'm especially interested in the possibility of integrating the other two iron rocks in the Dwarven Mine. If you can tell me your rotation, I can test it in a similar manner.

UPDATE: Added more graphs, showing both ores/hour and xp/hour. Also added more analysis for Dwarven Mines without Urns.


Last edited by Anafunctor on Sun Jul 31, 2016 7:24 pm; edited 3 times in total
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Mat Mase
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PostSubject: Re: A Comparative Analysis of Iron Mining - Dwarven Mine vs Rimmington Mine   Sun Jul 31, 2016 8:43 am

Wow, this is actually amazing! Very Happy

Looks like I'll be using the rimmy mines from now on, and a good thing you pointed out that goblin raid hazard, must be dangerous for skillers! Surprised

Thanks for this Very Happy
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PostSubject: Re: A Comparative Analysis of Iron Mining - Dwarven Mine vs Rimmington Mine   Sun Jul 31, 2016 9:01 am

Well that it totally awesome research and presentation there Ana! Thanks for sharing your finding with us! We'll all have to change our advice on the best spot to mine iron now! lol
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PostSubject: Re: A Comparative Analysis of Iron Mining - Dwarven Mine vs Rimmington Mine   Sun Jul 31, 2016 6:36 pm

I couldn't really fit this anywhere, but I'll note that when my mining level was in the mid-70s, I was already getting over 35k xp/hour at Rimmington Mine. By 95+ I was getting 36k-36.2k xp/hour. So while the optimal rate is probably impossible to get, it's still possible to get better than the optimal rate at Dwarven Mine.
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PostSubject: Re: A Comparative Analysis of Iron Mining - Dwarven Mine vs Rimmington Mine   Mon Aug 01, 2016 8:59 pm

HOLY SHIT this is detailed wtf

I love it
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PostSubject: Re: A Comparative Analysis of Iron Mining - Dwarven Mine vs Rimmington Mine   Tue Aug 02, 2016 12:09 am

Thanks Very Happy. I had fun counting squares and my metronome got a ton of use. I hope this analysis was useful to you.
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PostSubject: Re: A Comparative Analysis of Iron Mining - Dwarven Mine vs Rimmington Mine   Tue Aug 30, 2016 6:03 am

I'm not sure if it's due to my lag, but I've found the best method for me (in terms of ore per hour, not mining xp) to be mining all 5 iron ore in the Dwarven Mines (as a huge plus, it also means you can do it even on the lowest population worlds). I'm able to fill my inventory several seconds faster than doing 3 rocks and any other combination I could think of down there. I've never seen it mentioned by anyone else though (until this topic), so I'm not sure if (again) it's just good for my specific case. Unfortunately I discarded my data a while ago, but it was all done by stopwatch (and with a laggy computer) anyway.
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PostSubject: Re: A Comparative Analysis of Iron Mining - Dwarven Mine vs Rimmington Mine   Tue Aug 30, 2016 8:34 am

^Interesting to note too, thanks Zant. I've only ever done three at a time there, as I suspect have most people.
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