I built a RuneLite plugin that quantifies how AFK an activity really is — two numbers per session: Consistency (0–100) : how regular your click rhythm is. Higher = more clockwork. Avg Click Interval : average milliseconds between clicks. Picture of the plugin in action Think of it like DPS or kills/hr, but for how little attention something actually demands. Between these two scores you can tell everything you need to know about how AFK something is. Average Click Interval is low means well you have to be at your keyboard pretty much non-stop. And if the Consistency is 100 that means you basically never get to take a break. On the flip side something with a low Consistency would mean it is inherently bursty in its clicking. Think redwoods then spam dropping them all. All the clicks are clustered up together. Pretty simple numbers that together describe pretty much everything we do in this game. Giving us the vocabulary to discuss more cleanly what we want to see in the game. Why it matters From the blogpost: Add a minimum number of player attacks before Demonic Gorillas can change overheads, to prevent constant back-to-back swaps which make them a really draining Slayer task. But how much does this actually affect the average player? This is exactly the kind of change AFK Stats Tracker was built to measure. Right now Demonic Gorillas are by far the most click-intensive activity I’ve tracked. The minimum-hits requirement means gear switches per kill, which should push that click interval up meaningfully. Once the patch drops, instead of arguing about whether it feels less sweaty, you can just run a session and compare numbers. Another example is the proposed changes to the Colossal Wyrm Agility course: Increase the duration of the Colossal Wyrm Agility course by ~25-30%, increase XP and termites to match so that it’s the same XP/hr and termites/hr (this isn’t a metric you’d find in any other game) but fewer inputs/hr. Sure you might be able to guess at the inputs/hr based on the “~25-30%” duration change, but with this plugin you’d have definitive numbers to compare. An Example Say you track a Demonic Gorillas session today and get: After the patch, same player, same gear, same session length. If the change does what Jagex intends, you’d expect the click interval to climb (fewer switches = more idle time between clicks) and the consistency score to shift as your rhythm adapts to the new pattern. You’d have hard numbers to compare — not vibes. That’s the use case. Before/after a patch, before/after swapping a method, before/after trying a lazier gear setup — the plugin gives you a number to point at. We already do this for Kills/h, DPS, and XPH its about time we had the same for measuing how AFK someting is. Other activity examples compared For context, here are some sessions I’ve tracked by click interval: Activities Demonic Gorillas at 0.67s between clicks sits at the extreme click-intensive end — more demanding than Ardy Rooftops, Blood Runes, everything. Whereas you can see why Shooting Stars is called AFK. Other sessions I’ve tracked Consistency score being low on Shooting Stars (26) despite it being dead-AFK shows the score isn’t just “how AFK” — it’s specifically how regular your timing is. Stars require occasional irregular clicks when a rock depletes, which tanks the score even though you’re barely playing. Where to get it RuneLite Plugin Hub — search “AFK Stats Tracker” https://runelite.net/plugin-hub/show/afk-stats-tracker Wiki guide with interactive scatter plots and aggregated averages by activity group: https://oldschool.runescape.wiki/w/Guide:AFK_Activity_Tracker Happy to answer questions about the methodology. The consistency score uses coefficient of variation on click intervals — details in the wiki guide if you want the math. submitted by /u/Reasel
Originally posted by u/Reasel on r/2007scape
