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Dev Blog: Skillcape Perks

Quick find code: 380-381-222-65680392

Swablus
May Member 2023

Swablus

Posts: 7 Bronze Posts by user Forum Profile RuneMetrics Profile
I feel like if that attack cape had like 10+ att, 10+stab, 10+ crush att,
while dropping the original 9+ all def stats on cloak to 4+ would be ok

and also making the str cape like another berserker ring (i), so the cape would be 9+ all def 8+ str and 4+ prayer rivaling the fire cape for str but lacking the fire capes att stats

I feel like they would make achieving those cape just much more worth while

19-Sep-2015 21:54:02

Sheliek

Sheliek

Posts: 94 Iron Posts by user Forum Profile RuneMetrics Profile
A couple questions and points:

Construction: if we have more than one portal room (as I do), how would the cap handle that? Send us to a random one? Send us to the first built or newest built? Or just a quick select one or the other with a list of which portals go where? The last one seems preferable, especially if it's a text interface so we can use keyboard text shortcuts like in dialogue.

Runecrafting: I'd definitely prefer the pouch perk over the tiara one, since most higher-level players (IE ones with 99 RC) use the abyss, and wearing a tiara and the cape isn't a huge hindrance.

Attack/Strength: both of them being identical is kind of unexciting. I know this kind of applies to other combat styles as well, but what if one of them gave a buff to special attack restore-rate? Just my thoughts, I'm sure there are other suggestions on differentiating them.

19-Sep-2015 21:55:22

Nag

Nag

Posts: 26 Bronze Posts by user Forum Profile RuneMetrics Profile
how about the combat skill capes have a certain amount of charges a day that can be used like a potion / super potion ? for example- Strength cape has 4 charges a day that can be used to increase stats the same way as if u would consume 1 dose of a strength or super strength pot?

19-Sep-2015 22:25:59

Shiny Llama
Feb Member 2023

Shiny Llama

Posts: 2,989 Adamant Posts by user Forum Profile RuneMetrics Profile
I have a few ideas for skillcape perks:

Defence is excellent. Don't touch it! Or, maybe you could use rings of recoil on it to grant that functionality (max 2 at a time).

Attack: In addition to the teleports, when worn could synergize with the Slayer Helmet/melee void improving the accuracy bonus by an additional 5%

Strength: In addition to the teleports, when worn could synergize with the Slayer Helmet/Melee void improving the Strength bonus by an additional 5%.

Herblore: When worn, creating potions has a small chance (5-10% maybe?) of producing a 4 dose vial. Alternatively, the cape could be operated while herbs are in inventory to produce unf potions (max 56 per day?). Or you could have a chance to make 2 unfs/potions at once. To clarify this will not save any ingredients when this effect procs.

Farming: Using an Amulet of nature on the farming cape will consume the amulet, granting the cape functionality of said amulet. This is in addition to the herb perk.

Magic: Increase the spellbook swaps to 2 or 3 per day, and/or when worn alongside the full Magic void set, an additional 5% magic damage is granted.

Fletching: Always produce double Arrow shafts when fletching, and a chance to perform 2 flecthing actions at once (20-25% chance maybe?) It only makes sense for a seasoned Fletcher to perform such feats!

Smithing: Use up to 5 rings of forging on the cape, storing the respective charges in the cape itself. This would not affect the player variable for rings of forging. Double speed cannonball making, and able to craft hastae on any anvil. Could function as a worn hammer, too.

Crafting: In addition, increases the speed at which jewellery is crafted at a furnace by 1-2 ticks per action.

Hunter: Counts as an additional piece of camouflage, too.
I originally had the name Llama. It was stolen from me.

20-Sep-2015 00:01:19

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