I'm just going to throw a few ideas out there that I feel would give potential new potions that bit of extra kick:
- As far as the super 'combat' potions are concerned, I feel they should also decrease a level once every 2 minutes, rather than once every minute. Also they should be renamed 'super melee potion' and the normal current 'combat potion' be renamed to melee potion (thanks to kkilot).
- A super ranged potion at 91 herblore that acts as normal ranged potion + super defence potion that decreases once every 2 minutes. Made by combining a clean torstol, super defence potion and ranged potion.
- Ammo-saving ability: when consumed, at the maximum level you have a 20% chance to save the ammo you are currently using, as you decrease a level, it falls to 16% chance and so on, for 5 levels/ 10 minutes. This could help save costs that ranged has, that melee doesn't.
- A super magic potion at 92 herblore that acts as a super defence potion with a boost in magic to 106, which would allow the trident to max at 30, with a maximum of 37.5 on slayer tasks with the occult also equipped. This should also decrease at one level every 2 minutes. Created by combining a clean torstol , super defence potion and magic potion. I chose level 106 as this gives the max hit of 37 on task for a time of 4 minutes and a max hit of 36 on task for 6 minutes thereafter.
- Runes-saving ability: when consumed, at the maximum level you have a 20% chance to save the runes you are currently using, as you decrease a level, it falls to 16% chance and so on, for 5 levels/ 10 minutes. This could help save costs that ranged has, that melee doesn't.
I feel it is only fair that all 3 styles of combat get a new potions. Why should melee get to save 2 invent spaces with the super combat potion, yet if you want a boost to ranged and magic plus defence you will have to use 2 potions for this effect to the super combat potions 1 potion?
*** For the J-Mods, would torstol be added to 4 dose potions?
01-Aug-2014 20:20:46