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DB: Raids Armours & Rewards

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X-IIV
Mar Member 2020

X-IIV

Posts: 2 Bronze Posts by user Forum Profile RuneMetrics Profile
Kneel said :
i think they should add a special attack to the new wand, you know how staff of the dead special gives you protection from melee for a certain period of time well how about make it so that the wand increases max hit of magic attacks for 30 seconds by 10% or even higher. just a rough idea to add some more value to it


This. The wand is gonna be part of the top tier content so its stats need to resemble that. Master wands only enter the game slowly via mage training arena due to it being very time consuming, it may even revive that piece of content too. Either being superior to toxic staff with exception of venom, or differentiating it so it is a viable top tier magic main hand item would be well received by the under equipped mages of Runescape.

31-Aug-2016 12:29:50

Avid Sparx

Avid Sparx

Posts: 28,124 Sapphire Posts by user Forum Profile RuneMetrics Profile
Mod Ronan said :
There has been some discussion regarding whether or not Rigour & Augury should require 70 defence, as Piety does. When polled we shall offer the prayers and a defence requirement for them separately.


And how do you intend to word that separate question? Towards having the def req, or against having it? O_o
'Build a man a fire, and he'll be warm for a day. Set a man on fire, and he'll be warm for the rest of his life.'
T. Pratchett, 1948-2015 RIP, you are missed

31-Aug-2016 12:53:33

Muscle Up

Muscle Up

Posts: 1,970 Mithril Posts by user Forum Profile RuneMetrics Profile
Please do not be afraid to make the items powerful. How is the game supposed to progress and become more difficult if the next tier of gear that you release is only slightly better than what is out now? Because some kids that have no idea how to run a game don't want their items to be devalued? Because they don't want 'overpowered' items entering the game that give the players using them an advantage over them? If a player has the top tier armor available in any game they should be able to destroy players using anything less. A new tier of gear that the players use to conquer the old content as well as even more difficult and challenging content in future updates. Make this next tier gear good enough to handle the next set of bosses and raids that inevitably come in the future. How long can people grind the same content for the same loot with no desire for something better? I just don't understand..

31-Aug-2016 16:38:38

Angel2D4

Angel2D4

Posts: 15,772 Opal Posts by user Forum Profile RuneMetrics Profile
Avid Sparx said :
Mod Ronan said :
There has been some discussion regarding whether or not Rigour & Augury should require 70 defence, as Piety does. When polled we shall offer the prayers and a defence requirement for them separately.


And how do you intend to word that separate question? Towards having the def req, or against having it? O_o


This one's easy!

Do you want the prayers? and

'If the prayers pass, should they have a def req?'

That way the prayers pass BEFORE you know if they will have a def req.

I'm just gonna vote NO because I don't know if they will have a def req or not.
"Nothing in all the world is more dangerous than sincere ignorance and conscientious stupidity" -Martin Luther King Jr.

31-Aug-2016 17:28:57

i own u 4ev

i own u 4ev

Posts: 5,146 Rune Posts by user Forum Profile RuneMetrics Profile
Okay, so I've come up with a solution to your little power creep situation. Instead of making the gear better than all existing gear stat-wise, why not give it set effects, much like barrows. You could then nerf the gear (armour, weapons seem OK) to a point where it is comparable to the barrows gear.

For example, since it seems Kodai is meant to be used with ancients, give the ancient spells a boost (in their effects). Blood heals more, ice freezes longer, etc. That would eliminate power creep to an extent and still make them extremely useful. My only concern with that would be boosts shouldn't be absurd. Something like a 5% - 10% increase. So a 20 second freeze becomes a 21 or 22 second freeze. Nothing crazy.

Melee set effects could be something like ignoring a random piece of armour when attacking a player, or a certain % of def against an NPC. So you could ignore a ring, boots, cape, helm, etc. Larger percentage of small boosts to accuracy, but occasionally you can ignore an elysian etc. Would definitely be a unique effect and very useful in certain situations.

Range set they don't have a weapon yet, but it will obviously be necessary if they go this route. I'm not sure what would make sense from a range triangle perspective and still be useful overall. I was actually thinking along the lines of something good against mages, but that seems too narrow. Open to suggestions on this one. The best I can come up with is a slight leech of life for what you hit, since that would scale vs mages/rangers/meleers as it should in the combat triangle.

I feel wand should be 10% damage boost in this situation. 15% as shown in the picture is just way too much.

31-Aug-2016 19:07:21 - Last edited on 31-Aug-2016 19:20:00 by i own u 4ev

HolyGr8ness
Jan Member 2015

HolyGr8ness

Posts: 509 Steel Posts by user Forum Profile RuneMetrics Profile
What, still no buff for the dragon short sword accuracy on stab? The dragon short sword is less accurate than the leaf bladed sword? leave it's str lower than other stab weapons but buff it's accuracy a bit. Drakes need a buff to be worth killing and not a blocked task

31-Aug-2016 20:15:31

Spitefully

Spitefully

Posts: 9 Bronze Posts by user Forum Profile RuneMetrics Profile
Kneel said :
i think they should add a special attack to the new wand, you know how staff of the dead special gives you protection from melee for a certain period of time well how about make it so that the wand increases max hit of magic attacks for 30 seconds by 10% or even higher. just a rough idea to add some more value to it


I agree. It should have some of special attack to add that extra part of value to seperate it from other wands

01-Sep-2016 01:44:24

Gold Elysian

Gold Elysian

Posts: 664 Steel Posts by user Forum Profile RuneMetrics Profile
It's a huge improvement from before. With that said, I still feel +5 strength bonus, and +3 strength bonus for eldar top and bottom wouldn't be game breaking. leaving the Eldar helm at it's current proposed stats full Eldar would only have 2 strength bonus over serpentine helm and full bandos.

01-Sep-2016 02:07:45

Dizzy Bubba

Dizzy Bubba

Posts: 2 Bronze Posts by user Forum Profile RuneMetrics Profile
You can change the stats around as much as you like, it doesn't eliminate the fact that there is power creep.

Mage and Range sets are adequate in stats.
Melee armour should retain the same STR as bandos.

I don't feel that the defense stats are going to be worth using over barrows. However, I would rather them not be increased too much anyway so I can understand it being a little difficult to pick the right stats..

The stats as they are now is basically bandos/armadyl/ahrims with:
-small accuracy increases
-small defensive increases
-no STR increase for melee over bandos.

Is that an acceptable power increase for the cost? I'm not sure it will be.

So here as another idea:
HP Boost +
Small DMG Reduction ability that has a 70% chance of activation just like Elysian:
-helm provides +2 max hp, 2% dmg reduction
-body provides +5 max hp, 5% dmg reduction
-legs provide +3 max hp, 3% dmg reduction

A player using a full set with an elysian would have an effective DMG reduction of:
25x0.7 +
10x0.7 =
24.5% dmg reduction on average. This is still less overall than the DIVINE spirit shield.

I feel that these minor effects would work well to make the new armours powerful enough to justify their use whilst not being too overpowered and maintaining minimal affect on devaluing existing items.

01-Sep-2016 03:23:19 - Last edited on 01-Sep-2016 03:28:02 by Dizzy Bubba

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