Original Reddit post

This is a little hard to explain through text, but I’m too lazy to make a video about it. Tldr is that if you tap the bloodwood trees at the right moments, you can potentially increase xp/hr by between 10k and 15k. There are lots of strange hidden idiosyncrasies with xp gain at bloodwoods. In general, the number of chops required to start bleeding the tree depends on your axe and lvl. Crystal felling axe and lvl 90, which I’ve been using, requires 19 chops, each giving around 30.25 xp average. This is including the xp boost from lumberjack set, which DOES affect this (the wiki reports that the set effect doesn’t work here, but it definitely does. I think I know why they are mistaken though, coming up later. Also, I’m using the forestry set stored in the kit, so I don’t know if different lumberjack setups could act differently here, but I doubt it). Wounded trees start with 110 bleed charges, which drain into the bucket 1 per tick. Only 30 charges can be stored in the bucket before the tree needs to be tapped, which empties the bucket charges and converts them into xp. Each bleed charge converted gives 17xp, or 17.425xp with the lumberjack set, granted when tapped/emptied. Or, that’s generally true. Firstly, only charges 31-110 follow this rule, with one exception: if the bucket has 30 charges (full) when tapped/emptied, it will max out at 510 xp, which is 17xp per charge, negating the effect of the xp boosting set, which should give 17.425xp per charge. So, if you want the xp boosting effect, empty at 29 charges or fewer. I think this is why the wiki mistakenly concluded the xp set doesn’t work here. But the weirdest and most significant thing is how charges 1-30 work. This might be hard to explain, but If you tap the tree at 30 (or fewer) charges remaining, you will not get a chance to tap again, meaning if you tap at 30, any xp charges you could have gotten from 1-30 are now inaccessible. So, you want to carry over charges efficiently, so the final tap comes significantly later than 30, and you don’t miss out. But strangely, the xp gained on the final tap DOES NOT work by the usual rules of more charges = more xp. Typically, at around 15 charges for the final tap, more charges will start DECREASING the xp gained from the final tap. So, for example, if you tap when the tree has 40 charges remaining, you will get one more opportunity to tap before the tree is done. If you do that final tap when the tree has 15 charges remaining, then this last tap will drop 244xp, or 14 blood charges’ worth of xp, even though the tree drained 25 charges into the bucket since the last tap at 40. Some apparently didn’t count. But, if you do the same thing but do the final tap when the tree has 20 charges remaining instead of 15, so 5 ticks earlier, the last tap will drop 331xp, or 19 blood charges’ worth. You got more valid blood charges by interrupting the tree draining earlier. This is bizarre. The rule/mechanic at play here is not clear to me, since it varies based on the previous charge number you tapped on (above 30), and the final charge number you tapped on (below 30). But this is not a straightforward case of more charges=more xp. Some data tested is listed below, but the takeaway is that there is a “sweet spot” that maximizes the overall number of charges you get per tree. The general rule is, tap the tree second to last at 32 or 31 charges remaining, then do the final tap at 16 or 15 charges remaining , to maximize the xp gained from the final tap. (Note that if you’re chopping at a different bloodwood, it takes 2 ticks to arrive on time, so you’d want to click to move to tap a tree at 34 or 33 charges remaining, then 18 or 17 charges remaining. I’m using a plugin called Visual Bloodwood to display how many charges are remaining.) The difference is pretty significant; ~2204 xp per tree total with efficient tapping, ~1943 xp without. Note that each efficiently tapped tree does take ~5 ticks more than inefficiently tapped trees due to an extra run to the tree and back becoming necessary, but even given this, doing it efficiently adds between 10k and 15k xp/hr. Again, this was found using a crystal felling axe and a forestry kit with full forestry set inside. I imagine the efficient tapping points hold across axes, levels, and lumberjack set setups, but I don’t know for sure. It’s not a huge discovery, but I thought it was interesting and very strange, and the wiki doesn’t report anything about this yet. Some example xp totals per tree, which do not include the initial 19 chops and avoided the 30 full bucket inefficiency quirk, are listed here based on the 2nd to last and final tapping points: submitted by /u/Jopomo

Originally posted by u/Jopomo on r/2007scape