Input cost / hr is the gp of supplies you burn each hour (potions, runes, seeds, ammo). It's a running cost, the same whether you play 30 minutes or all day. No buy-in means pure gathering, nothing to buy.
Operating float is the gp you keep cycling through supplies to run the method for your plan window (input cost per hour times the window: 30m, 1h, 2h, 4h or a custom length). You get it back as you sell, so it's recycled, not spent. At a 1h window it matches input cost per hour; pick a longer window to see it grow. When GE buy limits force you to stock up ahead, the float rises to match. Affordable checks it against your bankroll, and the low-float filter (250K or less) uses this window value.
Prices use the midpoint of the latest buy and sell prices, so methods compare fairly. Real results differ a little: buying costs the higher price, selling gets the lower one, and you pay GE tax when you sell.
Buy-ahead means an item's GE buy limit is too small for how fast you use it, so you must stock up over two or more 4-hour limit windows before starting. That raises the float you need up front. The item that forces this is named in the method's detail.
ROI is how much profit you make each hour for every gp of supplies you cycle through (gear is never counted). Capital-heavy means you tie up a lot of gp for a small return.
Margin is profit as a share of what you sell for. A thin margin means a small price move can wipe out the profit.
Required vs recommended skills: required levels come straight from the wiki. Recommended levels come from the wiki's notes and often aren't stated, so you'll see “—” when there's nothing to show. We never guess a level.
Intensity is how much clicking and attention a method needs (Low means AFK-friendly). Wilderness/PK means you can be attacked and lose your supplies.
Stale price means a live price was missing, so we're showing the wiki's last known value for that item. Treat the method's numbers as approximate until live prices return.