When on, you can cast elemental combat spells in the normal spellbook for free (free Fire Waves!)
Wouldn't do much in pvp but would be fun and useful in PvM. It's sad seeing people with 99 Magic using Fire bolt in PvM because ancients make death/blood runes expensive.
Most people never even get to use fire wave much because high alchemy is much cheaper. Can you one-item with your cape and cast Fire Wave? Yes. But so can you with a crystal bow and any melee weapon. All of which are easier and cheaper than 99 Magic and the cape isn't free either.
I think the spellbook swap once a day is a little lame and I hope to see more epic effects as powerful and interesting as the defense cape's effect
11-Oct-2015 15:12:52
- Last edited on
13-Oct-2015 00:52:08
by
Blood Mark
Radishboy
said
:
Why don't you introduce 24hr or 7day cool downs on the capes.
something you can only do once a day or once a week.
Attack Cape: 100% hit Chance
Strength Cape: 100% More damage
Defense Cape: 50% damage taken for 30 seconds
Hits: when reaching 0 health instantly heals to full
Ranged: for the next 5/10 seconds shoot double the amount of ammo
Prayer: Prayer doesn't degrade for 60 seconds
Magic: 30% faster cast rate for 30 seconds
Runecrafting: 10x's any rune
Construction: no tools needed for 1 hour
Agility: run doesn't degrade for 2 minutes
Herblore: Buffs your stats to what ever potion you use on it so you could have infinite super combats only useable once a day
Thieving: Thieving in front of guards and not getting caught for 10 minutes
Crafting: ability to cut an uncut gem into 2 gems 50% for sapphires 25% emeralds rubes diamonds dragons and onyx slowly getting more difficult to double.
Flecthing: idk.... I'm making these up as I go at work
Farming
Are you serious...? Because a lot of those ridiculously overpowered. Even with a cooldown
Please see my post above for the magic cape suggestion. Some more suggestions:
Herblore- Chance to make a (4) potion instead of a (3) potion.
Runecrafting- Chance to make extra runes.
Fletching- Can sometimes make 2 bows out of one log (will drop on floor if full).
All these chances are low as to not give a huge advantage but useful enough to make a player feel good about their 99 skill and their cape.
The ones I suggested here as well as the magic one I suggested before take the route of the defense cape - not a direct xp boost but a nice feature that makes you love your cape.
The Runecrafting one in particularly is very nice because people often give out all their runes to their essence runners to keep them working for you. Now, runecrafters shooting for 200m xp can still get a few runes every now and then for themselves while proudly wearing their cape.
13-Oct-2015 00:50:50
- Last edited on
13-Oct-2015 00:58:28
by
Blood Mark
Act as an accumulator and +4 offensive bonus to ranged
"
Do not spoil what you have by desiring what you have not; remember that what you now have was once among the things you only hoped for.
" -
I love the idea of giving perks to skillcapes. I've wanted this for so long. Good show, but, I think a few of the perks can be executed differently. The strength cape should give a strength bonus. It just makes sense! Also attack,could give accuracy bonus, mage could give mage bonus, range could give range bonus... You get the point :3
Looking forward to the brief profit potentials from cooking dark crabs at 99. You really nailed the Cooking and Defence Cape bonuses. I hope this passes a poll very much.
For the max cape, give us the choice to choose what perk we want, and make it change colour to that cape. for example, if you want fishing it would be a light blue cape with gold trim, but if its hunter it would be brown with black trim. it gives it usefulness and the colour changing that people want.