Capt Nelson
said
:
"This increases the magic attack of the staff staff to +25"
meant to say toxic staff?
"When wearing the serpentine helm you are immune to all poisons and anti-venoms."
meant to say all poisons and venoms? or will opponent be unable to use anti? or does this make you unable to use anti? sorry just got confused with what this was trying to say.
This increases the magic attack of the staff staff to +25 and has a 1 in 4 chance of inflicting your opponent with venomous poison when using an offensive spell.
... The staff of the dead is already the most overpowered staff to come to the game, making master wand etc completely useless, even better than a d scim.. and its a mage weapon, wtf?. Not even going to say why this is a stupid idea.
SotD is far from overpowered.
This increases the magic attack of the staff staff to +25 and has a 1 in 4 chance of inflicting your opponent with venomous poison when using an offensive spell.
... The staff of the dead is already the most overpowered staff to come to the game, making master wand etc completely useless, even better than a d scim.. and its a mage weapon, wtf?. Not even going to say why this is a stupid idea.
The Staff of the Dead has a 75 attack requirement, the master wand doesn't have any attack requirement and can autocast ancients making it the best choice for a lot of situations.
menacemenace
said
:
Perhaps you could add a 65-75 strength requirement to the serpentine helm as well?
Feels a tad redundant when strength bonus isn't so useful without strength levels, the spike only had a 65 attack and strength requirement to make up for the lack of warriors guild requirement.
menacemenace
said
:
For those interested, when putting the blowdart into a max hit ranged calc:
With void/ imbued slayer helm, ranging potion and eagle eye, you can expect to max 32 with dragon dart and 48 with the special attack.
This would give 24 max HP back with the special attack.
I think this is an excellent way to go about new special attacks, giving rangers that option to have the healing ability in PvM rather than the SGS being the only option available to them.
Yep I arrived at the same calculations and my thinking behind the special attack was that range could benefit from an SGS/Blood barrage equivalent more than another special attack to compete with the dark bow.
Am I understanding correctly that all bosses will be immune to venom? The only fights vs monsters that even last longer than a minute are against bosses so the effect of the venom increasing in strength will never be seen unless it's against players.
Considering 75 range, def or magic is needed to use this poison I think it should work on bosses too as the only reason bosses were made immune to poison was to prevent level 3s from abusing it to gain kills. The whole reason for immunity to poison on bosses is questionable anyway, as kills using such a method would take so long as to not even be worth it anyway.
To be completely honest, poison doesn't really do much in PvM and neither will a strengthened version of it. If venom actually weakened a target though, causing it to take more damage or deal less damage for example, then it could potentially have some real uses in PvM. That being said, the current proposal for venom will be quite potent for deep wilderness pking especially given how normal antipoison won't provide immunity so it does have some use there.
Just a few of my thoughts on it.
Cabbage? CABBAGE!
25-Nov-2014 17:24:43
- Last edited on
25-Nov-2014 17:25:23
by
ScapeRune
This increases the magic attack of the staff staff to +25 and has a 1 in 4 chance of inflicting your opponent with venomous poison when using an offensive spell.
... The staff of the dead is already the most overpowered staff to come to the game, making master wand etc completely useless, even better than a d scim.. and its a mage weapon, wtf?. Not even going to say why this is a stupid idea.
Toxic trident of the seas at 99 magic now has max hits of:
31 base
34 with occult equipped
38.75 with slayer helm (i)
It would now be much better than SOT* and flames of zamorak, perhaps increasing the base damage by 3 is a little too much? Changing it to an increase in base damage of 2:
30 base
33 with occult
37.5 with slayer helm (i)
The small Damage doesn't change much. FoZ is still far more expensive, takes inventory spaces, and hit barely higher than Trident. The only time i've noticed someone using the spell is at Greens. With a cast speed increase/offensive special attack it can become viable in BH. Make it weaker version of Storm of Armadyl.