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ass face 69

ass face 69

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I think also think the fang's damage should be +4 to SoT* and +3 to Trident.

or if they really wanted to help mage out, they could make the Toxic Trident actually give xp for a cast, unlike the normal Trident. You people complain about splashers, here is something that will lessen splashing.

25-Nov-2014 19:58:48

Ferocire

Ferocire

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The blowpipe is good as is now I'd think. Other weapons might still have higher dps (such as karil), but something doesn't have to be the best at everything to have uses. I can see the special itself having multiple applications-the 50% damage spike should make it viable as another spec weapon-which rangers are in need of. The 50% heal from that damage would give it some pvm uses as mentioned. And the constant chance to poison balances out the lower dps it might have. I see no further changes that need to be done to this one.



Charging the staff is more convenient than having to repair the fang I'd think, so that's an improvement as well.

But the attack bonus is still a problem. As a person who Pks using nothing but magic (And I'm not a pure, I'm a lvl 86 tank), I can say that magic simply does not need any higher accuracy. I can already hit near constantly with just a bonus of 74-76, even though most of my opponents have reasonably high mage defense due to their mage being 94.

I would prefer for the bonus to be lowered, as mage is accurate enough. The poison would be enough of a benefit, but I believe it should be most powerful (or more powerful) if used with smoke spells. Smoke spells currently have no use and this would be a good opportunity to improve them.

I have no problem with the bonuses to Trident and the +3 damage will hopefully improve magic in PvM a bit. It does make all other spells even more useless though.


The helmet would make Toxic staff useless since it provides immunity to venom, but I doubt many melee pkers are going to be getting 75def for just a helmet. It will be a problem in all other forms of PvP however, so perhaps reduce the mage defense anywhere from -2 to -4 to help balance it.

My main concern is that since it provides immunity to venom...wouldn't this make the snake boss significantly easier for melee players? In this regard, it it is overpowered...unless the bosses' poison is an exception to the effect.
OSRS Mage Tank.


Believe magic to only be for support? Think again. It's just as valid of a Pking style as melee and range is.

25-Nov-2014 20:24:15 - Last edited on 25-Nov-2014 21:16:42 by Ferocire

Ferocire

Ferocire

Posts: 10,978 Opal Posts by user Forum Profile RuneMetrics Profile
Based on comments I've been reading, many claims that "nobody" uses SoT* for pvm anyway. That's why they made the option to add it to trident as well.

EDIT: Original message details are unavailable.
tank rangers use dfs all the time, even though it has a negative range bonus on it. The helmet can still be used by tank rangers no problem.


Tank rangers and mages uses Dfs because the penalties are minor compared to its defenses. Not the case with the helmet. Serphen* helm's def is no higher than torag, but the penalty is -10 instead of -6.

Losing out on 4 mage for slightly lower def is not a reasonable tradeoff. For rangers, it would be worse as I think torag helm's range penalty is only around -3 or something.
OSRS Mage Tank.


Believe magic to only be for support? Think again. It's just as valid of a Pking style as melee and range is.

25-Nov-2014 20:36:38 - Last edited on 25-Nov-2014 23:42:39 by Ferocire

Ferocire

Ferocire

Posts: 10,978 Opal Posts by user Forum Profile RuneMetrics Profile
Well, it's not the staff that's the problem. It's the spells. Compare waves to trident or iban blast.
OSRS Mage Tank.


Believe magic to only be for support? Think again. It's just as valid of a Pking style as melee and range is.

25-Nov-2014 20:45:55

Alpaca

Alpaca

Posts: 755 Gold Posts by user Forum Profile RuneMetrics Profile
The venom should be a bit more harmful to the player.

Currently from what I could find Poison inflicts X damage every 25 cycles (15 seconds) on the player. Which degrades -1 damage every minute.

Venom should be more dangerous and constantly hurt the person more and more until death. Similarly to a highly venomous snake.

Instead it should be the the first damage is only 1, but every 17 cycles (10.2 seconds) the damage will increase by 1 and the player will be hit for that damage.

The time / increase can be different, but I believe it should resemble the above idea.

25-Nov-2014 20:48:01 - Last edited on 25-Nov-2014 20:51:24 by Alpaca

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