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Dev Blog: Abyssal Weapons

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lnfinite God

lnfinite God

Posts: 468 Silver Posts by user Forum Profile RuneMetrics Profile
My thoughts:
1st: This will devalue both saradomin sword & saradomin's blessed sword to the point it'll be rarer to see them being used than to get a kalphite princess.
2nd: It will massively change PvP for pures and zerkers (which is the majority of PvP). pures will have to use the bludgeon as it will be far superior to everything else. Zerkers can switch out their attack training whip + rune defender for the strength training bludgeon, which is pretty much equal in power.
solutions: Give it king's ransom or other defence-quest requirement. Give the weapon defence bonus and a defence level requirement. Let it train defence and strength...
3rd: What's the point of making a special attack weapon that is pretty much the same as an already exsisting one? (only way more expensive and slightly weaker (than the dds))
4th: If less prayer equals more power, people will be less motivated to skull. People will always want to maximize their strength while minimizing the risk. In order to do so people will 3 item and not skull, so that they can have their prayer at 0 and have the most powerful special attack, while barely risking anything.

08-Jun-2015 20:37:48

lnfinite God

lnfinite God

Posts: 468 Silver Posts by user Forum Profile RuneMetrics Profile
My suggestions:

Abyssal bludgeon
special attack: Costs 50% special attack energy and when skulled, increases damage dealt by 0.5% for every prayer point that you are missing. When unskulled: for 2* minutes there is a 10%* chance of removing 20%* of the opponent's current hitpoints at the cost of 10%* of your own prayer points, while attacking with the Bludgeon.
Abyssal dagger
special attack: Costs 50% special attack energy and when skulled, hits with 25%* more accuracy and 15%* more damage and 4 ticks after using the special attack, there is a 2nd hit splat which is 50%* the damage of the first. When unskulled: 125% accuracy and for every 1 hp your opponent has over 100 hp, your max hit is 1 damage more. Capping at 100. (example: hellhounds have 122 hp, resulting in a max hit of 71 (49+22) with the dagger's special attack.)
* these numbers can be buffed/nerfed for balance
Not only do these special attacks encourage skulling in PvP, it fits well with the abyssal theme (as you skull when entering the abyss).
On top of that: they are original & will be useful in PvM as well.

08-Jun-2015 20:37:56 - Last edited on 08-Jun-2015 20:45:29 by lnfinite God

Woox
May Member 2011

Woox

Posts: 3,108 Adamant Posts by user Forum Profile RuneMetrics Profile
BioMasterZap said :
Woox said :
I assumed dds has +15% accuracy, as that was what was specified in the combat mechanis thread (I can't guarantee that it is 100% correc though). The other damage and accuracy modifiers are the same as what I used.

The abyssal daggers ability to hit only with only both or none of the two hits doesn't affect the average hit, however it makes it more likely to do high combos (as can be seen in the data table).

Ah, fair enough. I got the 25% off the wiki, but it could very well be 15% considering how accurate the wiki is. I think I misread the table before; I think I looked more at start and end and not the middle. It seems the Abyssal Dagger may server its purpose for being accurate with good combos. Out of curiosity, how would that table change if the Abyssal Dagger got a 15% accuracy boost in its special?


Abysal dagger with 15% accuracy boost with the previously specified setup:
Average hit: 13.53
Hit 10+: 36.08%
Hit 20+: 31.82%
Hit 30+: 24.82%
Hit 40+: 15.40%
Hit 50+: 7.58%
Hit 60+: 2.50%
Hit 70+: 0.16%

If it's used in zer*er or pure pking, I suspect the dragon dagger might be a little better as the chance of both hits hitting will become higher anyway.

08-Jun-2015 20:53:32

BioMasterZap
Jul Member 2014

BioMasterZap

Posts: 2,542 Adamant Posts by user Forum Profile RuneMetrics Profile
Woox said :
Abysal dagger with 15% accuracy boost with the previously specified setup:
Average hit: 13.53
Hit 10+: 36.08%
Hit 20+: 31.82%
Hit 30+: 24.82%
Hit 40+: 15.40%
Hit 50+: 7.58%
Hit 60+: 2.50%
Hit 70+: 0.16%

If it's used in zer*er or pure pking, I suspect the dragon dagger might be a little better as the chance of both hits hitting will become higher anyway.

Thanks for calculating that. I made a side by side version of the stats (Proposed Dagger, Dagger with 15% accuracy buff, and DDS). With a 15% buff, it is closer to DDS for the lower and higher numbers, but has a more notable chance of hitting 30-60s. A 15% accuracy boost may be a bit much, but maybe a lower accuracy boost (10%?) may work for it?

Abyssal Dagger | 15% accuracy | DDS
Max hit: 72 (36-36)| 72 (36-36) | 80 (40-40)
Average hit: 11.77 | 13.53 * 12.22
Hit 10+: 31.37% | 36.08% | 41.11%
Hit 20+: 27.67% * 31.82% * 29.90%
Hit 30+: 21.58% * 24.82% * 18.14%
Hit 40+: 13.39% | 15.40% | 5.81%
Hit 50+: 6.59% * 7.58% * 2.75%
Hit 60+: 2.17% | 2.50% * 1.28%
Hit 70+: 0.14% | 0.16% | 0.37%
Hit 80+: N/A | N/A | < 0.01%

08-Jun-2015 21:15:55

Liquar

Liquar

Posts: 1,348 Mithril Posts by user Forum Profile RuneMetrics Profile
Why does Abyssal bludgeon only give Strength XP? I would've preferred if they give Attack, Strength, Controlled and Defence XP, just like other crush weapons because giving Strength XP only doesn't make sense. We want the item to have a good value for those people who actually want to train Attack or Defence, for example, against monsters who are weak to crush.
He who dares, wins :)

08-Jun-2015 21:20:55

Kill Them AI

Kill Them AI

Posts: 584 Steel Posts by user Forum Profile RuneMetrics Profile
You know this will always happen.

Weapons will be compared to other powerfull weapons.
Weapons will be lacking to other weapons.
Weapons will be more expensive then others.
Weapons will be more hated then others.
Weapons will be more loved then others.

So instead changing the special attacks over and over why not poll it ?

And decide what the majority likes and thinks it would fit oldschool runescape.

I have seen plenty good suggestions.
And some terrible but its all opinion based.

There is no perfect weapon. Its all about how you use it.

How about a special attack: that increases weapon speed, and accuracy. and no damage increases.

I rather have a weapon that hits trough def noobs. and making them panick. No double hit splats. Just increasing weapon speed on special attack.

08-Jun-2015 21:29:56

BioMasterZap
Jul Member 2014

BioMasterZap

Posts: 2,542 Adamant Posts by user Forum Profile RuneMetrics Profile
Liquar said :
Why does Abyssal bludgeon only give Strength XP? I would've preferred if they give Attack, Strength, Controlled and Defence XP, just like other crush weapons because giving Strength XP only doesn't make sense. We want the item to have a good value for those people who actually want to train Attack or Defence, for example, against monsters who are weak to crush.

Yah, I don't understand that either. I'd expect it to have the same styles as the existing mauls, since that is what it is... I guess they wanted to make it very pure friendly, but it would be nice to have an accurate style at least for bosses.

08-Jun-2015 21:29:58

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