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Dev Blog: Abyssal Weapons

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Legolas
Dec Member 2010

Legolas

Posts: 2,158 Mithril Posts by user Forum Profile RuneMetrics Profile
Considering how precious prayer is (even more so than HP, because without prayer, you're going to either die or lose your stuff), I'd buff the damage-to-point ratio some. Not necessarily match Dharoks (because Dharok's is slow) but make it possibly 0.5% or 0.7% per missing Prayer Point. Most people fighting with this are going to be 70 prayer, as there's still no point going beyond 70. Making it 0.5%, means that with 50 points gone, you're able to hit 25% harder.

Nobody is going to train prayer for the special attack of this weapon, so think about the market it'll be mostly suited around.
Nope.

09-Jun-2015 13:28:36

Mod Ronan

Mod Ronan

Jagex Moderator Forum Profile Posts by user
Legolas said :
Considering how precious prayer is (even more so than HP, because without prayer, you're going to either die or lose your stuff), I'd buff the damage-to-point ratio some. Not necessarily match Dharoks (because Dharok's is slow) but make it possibly 0.5% or 0.7% per missing Prayer Point. Most people fighting with this are going to be 70 prayer, as there's still no point going beyond 70. Making it 0.5%, means that with 50 points gone, you're able to hit 25% harder.

Nobody is going to train prayer for the special attack of this weapon, so think about the market it'll be mostly suited around.


The reason we didn't go higher with the damage is because it is a 4 tick weapon that is comparable to a whip. Having a special attack that hits very, very hard would be incredibly strong (especially considering you can do two special attacks back-to-back).

Ownage Omg said :
I love it all, the only thing that I still dislike is the fact you chose Dagger > Sword.
Can we not turn it into an Abyssal Sword and make it larger?


We went with the dagger because of a strawpoll we ran a while back. Players voted on what they wanted Mod Alfred to model live on stream and the abyssal dagger came out on top. We have the model ready to go.

We could go with a sword, however it is a bit of a meaningless change as we would keep the weapon exactly the same.

As Sun Tzu famously said, "if it ain't broke, don't fix it".
@JagexRonan

09-Jun-2015 13:55:52

dubomb2112

dubomb2112

Posts: 698 Steel Posts by user Forum Profile RuneMetrics Profile
I agree with Cuz Effort's idea.
Having the bludgeon special attack do at least around 5 for damage in addition to its current special. I would however suggest 3 more damage since a player with maxed stats, gear, and 98 missing prayer points of 99 with piety activated could already expect a huge max hit.
Survival of the fittest

09-Jun-2015 14:53:17

Formerly Joy

Formerly Joy

Posts: 2,401 Mithril Posts by user Forum Profile RuneMetrics Profile
Mod Ronan said :
Formerly Joy said :
Okay, so it is safe to assume 999/1000 players agree - Abyssal Dagger needs an extreme buff to the current Special Attack. It's the right Spec, absolutely wrong drain and wrong effects.

Add the 50% accuracy, completely remove the damage reduction, or if it MUST be there 5%, drain rate should be 35%. Keep the 1st hit mechanic. If the 1st hit lands the 2nd hit will be 100% success rate, if you miss it will be 100% miss rate.

Let's fix this please.

Abyssal Bludgeon too, but I'd rather let those who feel strongly about it offer the fix. I care about PvP and hybridding. The Dagger is my forte not the Bludgeon.


The changes that you've suggested for the dagger would leave it able to hit far more accurately than the AGS with a max hit of around 96 attacking at scimitar speed. This is not something we are willing to put into Old School. It would be completely overpowered.

The current version of the dagger trades off a bit of damage from the DDS but offers a better chance at a big hit (as both hits only rely on a single roll to determine if damage is dealt). Will it hit as hard as the DDS can? No, but it will hit hard more often.


Ronan,

I am unable to officially calc the Abyssal Daggers probability of hit, and max hit. It is, however, undeniable that the Abyssal Dagger needs accuracy and/or a lower Drain Rate to be considered. As for the max hit, as long as it is capable of a 40 it is usable.

Again, accuracy is a MUST. This dagger needs to help PvP and if it's just an alternate Dragon Dagger...people will stick to the 30K dagger with 4x harder hitting specs with around the same probability of hit.

09-Jun-2015 15:06:12

Formerly Joy

Formerly Joy

Posts: 2,401 Mithril Posts by user Forum Profile RuneMetrics Profile
Thanks for the reply, and/or any considerations.

Again in summary: My concern is that the Abyssal Dagger seems like a downgrade. If your calcs confirm the damage modification justified I am happy, but it does need an accuracy increase. A change to the drain rate is optional.

The goal is to make it an upgrade to the Dragon Dagger, to bring it use to PvP, and hopefully give hybrids a reason to come back out to PvP. The rune leg / nez risk is getting old tbh. It's why I unsubbed I Am Defil3d and stopped PK'ing.

09-Jun-2015 15:09:03

Formerly Joy

Formerly Joy

Posts: 2,401 Mithril Posts by user Forum Profile RuneMetrics Profile
I'll add my final peace before I leave off to Work. The Abyssal Dagger has not only caught the attention of P1stols, and I, but many other PvP'ers I know, and well known PvM'er Woox. We all want this, but as page-after-page suggests... The Abyssal Dagger is missing something more in the Special Attack. I highly propose it be rethought?

It's not just us, but about 8/10 of the players who post have shared our stance. Even the naysayers of last blog have begun to agree.

Confirming the damage output of the Special Attack is appreciated. We still are fully prepared to argue that the Dagger will need high accuracy to become used. The Drain Rate is optional to fix. Also, never be afraid to make the next big thing. Currently you can consume 40 HP in one game tick? We also have time to implement new armors. Regardless, adding accuracy and (optionally) considering a new drain rate would not completely overpower the Dagger. Hitting a 48 as you confirmed would.

Being able to hit at all - is a must ^_^

09-Jun-2015 15:16:55

Capt McGee

Capt McGee

Posts: 4,269 Adamant Posts by user Forum Profile RuneMetrics Profile
I still think the Gap Closer should have been added to the dagger. In the process of using it in the wilderness, it should have just skulled the user (if they aren't skulled).
Teleport block would have rendered that special ability useless as well.
Restrictions could have been added so you cannot 'teleport' through other objects.

The special effect would have been really unique and useful to the dagger along with it filling the theme of Abyssal Demons that use the Abyss to their advantage.

Also if the player is frozen by an Ice Barrage (example) and they use the special attack to close the gap, they should still remain frozen so the mage just has to back up again.
There's really no unbalance with rangers as they cant freeze and the dagger shouldn't teleport you through obstacles that rangers can fire from.

I think if you put more thought into it, you would have made it work in a balanced manner.
Everything stated here is forwarded from a major corporation. Nothing here is my opinion. Enjoy your salad.

09-Jun-2015 15:49:52

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