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Invention Quick Fixes

Quick find code: 185-186-927-66062548

pOp O
Nov Member 2016

pOp O

Posts: 440 Silver Posts by user Forum Profile RuneMetrics Profile
Rikornak said :


1. General:


1.1 General QoL & Augments


- Allow seeing other Players augments upon examining
- Higher Invention levels now allow to gain more effect of charge limited devices, similar to how the junk refiner already works
- Invention levels now have a more evident effect on perks generated
*Each invention level increases the chance of upgrading generated perks by 0.8 % for 5-rank-perks and 0.5 % for 3-rank-perks. This effect is increased by 5 % for each rare material used. A chance beyond 100 % guarantees a +1 upgrade and gives a chance on a +2 upgrade the same way.
*Each invention level now reduces the chance to generate a negative perk by 0.1 % for each material used. This bonus is doubled for uncommon and tripled for rare materials.
- Give out a chat message if an effect occurs. Filters work the same way as they do for combat equipment with passive effects
- Allow players to see all materials, similar to the currency pouch
- Allow to deactivate machines in the Invention Guild in order to preserve energy. They can be re-activated as long as enough energy is available

Support
I dont understand what you mean with the "Allow players to see all materials, similar to the currency pouch"
And you can deactivate machines if you take things out of them
Posts: urn bag! , hits-plats fix

24-Jun-2019 15:24:14 - Last edited on 24-Jun-2019 15:26:06 by pOp O

pOp O
Nov Member 2016

pOp O

Posts: 440 Silver Posts by user Forum Profile RuneMetrics Profile
Rikornak said :
- Make all level dependent xp sources use the adjusted invention xp curve, including dragonkin lamps, jack-of-all trades and penguin points
- Allow Players to augment the following special, permanent items:
* (Attuned) Crystal Chakrams
* (Attuned) Crystal Armour
* Dragonrider Armour
* Penance Master Trident
* T70 Variant of Ghost Hunter Armour
* T75 Variant of Warpriest Armours
* T75 Variant of Globetrotter Outfit
* T75 Variants of Trials Armour and Vanquish
* Greater Runic Staff
* Enhanced Ancient Staff
* Gemstone Armour
* Recoloured equipment (BA/Loyality/Lucky/Golden)

1.2. Tech Trees


Tech Trees can be really an awful piece of content, if Players are hit by bad RNG. Those changes should diminish this a bit

- Allow Players to freely switch their specialisation upon completing a tech tree
- Replace the oldest task if Players were to obtain a sixth one
- Prevent Players to obtain the same task twice if they don't complete it
- All tasks now either need 100 common parts, 8 uncommon components or a set amount of devices

Issue with doing recolored is time, i would rather the team was working on something like bank rework
Otherwise support,
i think tasks should have a story behind them like a gnome has requested a new glider, this will need 10 simple parts 5 tensile parts 20 connector parts 5crafted 30 padded 5 variable and a clockwork component
There should be past tree reward like you trade those components for 2 rares
Posts: urn bag! , hits-plats fix

24-Jun-2019 15:38:36

pOp O
Nov Member 2016

pOp O

Posts: 440 Silver Posts by user Forum Profile RuneMetrics Profile
Rikornak said :
2. Perks:


-
Brief respite
now also affects Icy Asylum and doesn't reduce the amount of healing anymore.
This way it actually could be an alternative for players not having (elite) enhanced excalibur
-
Bulwark
now increases the duration of debiliate by 0.6 seconds per rank instead of 6 %
Identical function, but allows the first rank to work with lower leveled shields and defenders
-
Crackling
now increases damage dealt of an ability instead of hitting separately
Players should have more control of when this gets loose
-
Efficient
can no longer be obtained by ascended components
It also can give the enhanced version and shouldn't be able to give both
-
Impatient
now reduces the threshold for using threshold abilities by 2 percentage points per rank. It also reduces adrenaline consumed for threshold abilities by 1 percentage point and special attacks by 3 % per rank.
This way we now also have a perk for threshold abilities and special attacks
-
Invigorating
now also increases adrenaline gained for using basic abilities by 5 % per rank

Support
Except :
With crackling it would be better if crackling gave a overcharge warning but its current method is unique and adds variety (might be nice to add a way to hold off a crackling hit
With impatient reducing threshold req will make things very confusing for players unless at teir 3 its 45 or 40 required so that the number is easy.
Invigorating is actually used as part of best in slot gear setup (2h - aftershock 3 invig 1)and has a very minor effect on players whom 4 tick mage 5 tick melee or ranged but it could be put to better use
Posts: urn bag! , hits-plats fix

24-Jun-2019 15:54:28

pOp O
Nov Member 2016

pOp O

Posts: 440 Silver Posts by user Forum Profile RuneMetrics Profile
Rikornak said :

-
Looting
now is redesigned: The Perk now also works with skilling gizmos and is extended to 3 ranks (existing gizmos are rank 1 after this change) and have a 3 % chance per rank to obtain an item for every monster killed or resource collected or processed. The perk can now also award mahogany planks, uncut dragonstones, grimy lantadyme and cadantine seeds. Instead of dropping the item directly it spawns something to interact, which would send the reward directly to your bank (akin to grace of the elves). The cooldown is removed.

Why not - looting rank improves your drop from a seren spirit by x %, that would make it competitive with perks that improve your xp(xp/gp war)
Posts: urn bag! , hits-plats fix

24-Jun-2019 15:58:55

pOp O
Nov Member 2016

pOp O

Posts: 440 Silver Posts by user Forum Profile RuneMetrics Profile
Rikornak said :
-
Lunging
damage modifier is now explicitely applied to standing targets. It no longer reduces damage dealt to moving targets
-
Planted Feet
now has 3 (existing gizmos are rank 2 after this change) ranks and increases the duration of Sunshine and Death's Swiftness by 3 seconds per rank.
-
Reflexes
now also works with weapon gizmos
Player suggestion - details on page 2
-
Scavenging
can now also be obtained by using Fortunate components. This perk now also works with tool gizmos and every ressource collected
This perk currently isn't assigned to a rare material und thus it's hardly possible to come across a rank 3 perk
-
Slayer
perks are extended to 3 (existing gizmos are rank 1 after this change) ranks and now increase damage dealt to respective targets by 4 % per rank.
-
Spendthrift
can now also be generated on armour gizmos
It would allow saradomin components to be used as an alternative to zamorakian ones
-
Ultimatums
now affects every offensive ultimate Ability
This change should be done as the current choice of abilities is somewhat weird
-
Venomblood
now offers limited protection against extremely powerful poisons
It shouldn't be able to negate high leveled mechanics, but not working at all isn't good as well

Planted feet change would be power creep, might be a good idea if required super expensive rare comp to make or was super rng to make
Slayer perk increase will make slayer gear super rng to get which i dont think is right as its meant to be cheap ish to figure a decent combo
Lunging should negate the triple damage effect of bleeds but with the upcoming weapon diversity i can understand why not negate it because you would need to have 2 spears otherwise
Posts: urn bag! , hits-plats fix

24-Jun-2019 16:09:37

pOp O
Nov Member 2016

pOp O

Posts: 440 Silver Posts by user Forum Profile RuneMetrics Profile
Rikornak said :
3. Devices:


3.1 General:


- Unused Devices now stack in inventory
A device is unused as long as it hasn't been equipped, deployed, Gizmos installed or processed further
- Partially discharged degrade-to-dust devices can now be combined in charges

3.2. Junk Refiner:


The bank stander moved this whole thing into the right direction, but I think it could need one final push

- Reduce the amount of crafted parts used to create to 35, increase the amount of Junk used to 500.
Crafted parts are extremely overused, so consumption could be toned down a bit
- Refining junk can now additionally award one of the following:
1 rare material (0.2 %)
1 uncommon material (5 %)
5 common materials (40 %)
It will check first for rare materials, if this roll fails it will check for uncommon and so on. If all rolls fail it will just award the refined component.

3.3 B.A.N.K Stander:


- Increase materials needed to create, time needed to charge and materials awarded when fully charged
- Make them stackable and have them work like pulse cores while equipped in the pocket slot

3.4 Augmentation Dissolver:


- Increase xp awarded to 770
It uses the same amount of materials as the other two dissolvers, so there shouldn't even be a reason to cut xp awarded by almost 90 %. Furthermore it will give BXP more value then.

3.5 Calorie Bomb:


- Players and NPCs can now benefit of one at any time, Healing done to NPCs is adjusted to the healing value of the bomb (instead of 5 % of the maximum HP)
- Cooldown for deploying is reduced to 60 seconds and further reduced by 1 tick for every 2 invention levels, totalling in a cooldown of 24 seconds at level 120

Supporting
Posts: urn bag! , hits-plats fix

24-Jun-2019 16:13:40

pOp O
Nov Member 2016

pOp O

Posts: 440 Silver Posts by user Forum Profile RuneMetrics Profile
Rikornak said :
3.6 Electrified Trap:


- Have it work as an universal trap, similar to the rod-o-matic for fishing
- Allow toggeling which creatures you want to attract
- Increase the amount of stave parts used to 30
- Unused ones are now tradeable

3.7 Sprinkler MK1:


- Allow it to protect your allotments from diseases in addition and increase produce by 20 %.
It is currently a downright inferior version of the more commonly available and cheaper white lilies
- Allow them to be stored with tool leprechauns

3.8 Urn Enhancer:


- Allow Players to equip it in the pocket slot

3.9 Dungeoneering lock melter / Book Switcher / Auto-sanctifier:


- Allow Players to trade unused ones
Creation is fine, it could give some additional value though if you could trade them

3.10 Kinetic cyclone / Oldak coil:


- Allow players to keep a copy in their inventory upon placing
Not the cleanest solution, but it will work until the cannon system is getting a proper rework

3.11 Crystal tool siphon:


- Rename it to crystal syphon and allow it to additonally work with other augmented crystal items.

3.12 Herb protector


- Allow it to be stored with tool leprechauns


Supporting trap
Supporting sprinkler
Supporting urn enhancer urn bag
No support for oldak coil weird fix as its not in your inventory when its on the floor
Supporting last 2 too
Posts: urn bag! , hits-plats fix

24-Jun-2019 16:22:25

pOp O
Nov Member 2016

pOp O

Posts: 440 Silver Posts by user Forum Profile RuneMetrics Profile
Rikornak said :


4. Materials & Disassembly:


- Overcapping materials are automatically converted to junk
- Increase the xp awarded for using stave and tensile parts to 100 per 5 parts used
100 should be the absolute low ground, no need to artificially gimp those materials down even further
- Increase the xp awarded for using knightly, culinary and brassican components to 300 per component used
Although these are fairly common for rare materials, they should at least give the lowest amount of xp you'll get for using uncommon materials

Dont see why not
Posts: urn bag! , hits-plats fix

24-Jun-2019 16:24:56

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