Signet Ring Half (b)

Revision as of 14:06, 6 April 2021 by Falterfire (talk | contribs) (Tweaked some formatting for consistency with other wiki pages)

The Signet Ring Half (b) is a rare drop that can be combined with Signet Ring Half (a) to create Aorpheat's Signet Ring.

This page is up to date (v1.3.1).
Signet Ring Half (b)
Signet Ring Half (b)
No Description
Item ID: melvorD:Signet_Ring_Half_B
Category: Misc
Type: Misc
Sells For: 850,000GP
Item Sources:
Item Uses:
Part of 100% Completion: Yes

Item Sources

The Signet Ring Half (b) can be found by killing monsters in combat and slayer areas, or by killing dungeon bosses while the player has a   Gold Topaz Ring currently equipped in either the passive or ring slot of their active equipment set, and the enemy dropped an item other than   Bones or another similar guaranteed drop. When found, the Signet Ring Half (b) will be added automatically to the Bank rather than appearing in the 'Loot to Collect' panel.

Drop Chance Per Kill

The chance for a Signet Ring Half (b) roll to succeed is [math]\displaystyle{ \frac{x}{500,000} }[/math], where [math]\displaystyle{ x }[/math] is the combat level of the monster defeated. As the roll is only made on a loot-generating drop, the chance of a given kill giving the ring half is

[math]\displaystyle{ \text{Drop Chance} = \text{Monster Loot Chance} \times \frac{\text{Monster Combat Level}}{500,000} }[/math]

For example, the   Rune Knight has a Combat Level of 101 and a 5% chance to drop loot so the chance per kill of getting the Signet Ring Half (b) is [math]\displaystyle{ 0.05 \times \frac{101}{500,000} = 0.00101\% }[/math]. Killing a   Fierce Devil, which has a 100% chance to drop loot and a Combat Level of 100 would give a [math]\displaystyle{ 1 \times \frac{100}{500,000} = 0.02\% }[/math].

Players seeking to optimize their drop chance should find a monster that always drops loot and is a good balance between high combat level and short kill time.

Drop Chance Per Hour

The easiest way to compare monsters is through killing several (or using a combat simulator Extension) to establish an average number of kills per hour and then using the following formula:

[math]\displaystyle{ \text{Chance Per Hour} = 1 - (1 - \text{Per Kill Drop Chance})^\text{Kills Per Hour} }[/math]

Calculating drop chance over several hours is very similar:

[math]\displaystyle{ \text{Total Chance} = 1 - (1 - \text{Per Kill Drop Chance})^{(\text{Kills Per Hour} \times \text{Hours})} }[/math]


Uses