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Danil445

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Everything posted by Danil445

  1. I support. But there is one problem other than the bonuses, and that are the animations. Just look at the animation of claws/maces/warhammers/daggers/swords/longswords, and you'll know what I mean. Claws should be something like lesser demons, or a random part of the dragon claws special attack. Maces/warhammers should be like the skeletons that use flails, or like a one-handed obsidian maul. Daggers/swords/longswords should be like the guards in Varrock. Could you add something about animations? :) ~ Dani.
  2. I can see you've put a lot of effort in this. PS. Try to tell us what kind of minigame it is. ;)
  3. Have you used the special attack of the ancient mace? It increases your prayer points by what you hit, even over your prayer level...
  4. Mmkay, here they are! ;) [hide=Uses for ashes]When logs are burned up, you are the only one who can see the ashes. You can use the ashes to make some new potions. Regular ashes: Current use. Oak ashes: ??? Willow ashes: Used to make super ranging potions, which increase your ranged level by 20%. Maple ashes: Used to make super magic potions, which increase your magic level by 6. Yew ashes: Used to make nature potions, on level 75 herblore (these temporary increase your woodcutting, firemaking, fletching, farming and herblore levels by 3). Magic ashes: Partly used to make divine, arcane, spectral and elysian potions. These potions have similar effects as the shield of their kind. Although they have a disadvantage: they drain 50% of your total prayer points per minute. For each potion, you need a vial of coconut milk, a snapdragon weed, an elixir dose, magic ashes, a herblore level of 90, and a prayer level of 75. The Corporeal beast will drop 4 new items: Lesser Elixir (d), Lesser Elixir (e), Lesser Elixir (a) and Lesser Elixir (s). The character between brackets tells you which kind of elixir it is: (d)ivine, (e)lysian, (a)rcane or (s)pectral. Note, that the potions and the lesser elixirs are all tradable.[/hide] [hide=Warming potions]To warm a potion, simply use the potion with a fire. When potions are warmed, the potions efficiency will increase by 10%. If a super strength potion would increase your strength by 15 levels normally, it would increase it by 18 instead. There is a chance of failing, though. If it fails, 1 dose of that potion will be wasted. Note, that warmed potions are untradeable. Note: You can only warm potions over YOUR fire. The success rate table: Regular fire: 12,5% Oak fire: 25% Willow fire: 37,5% Maple fire: 50% Yew fire: 62,5% Magic fire: 75%[/hide] [hide=Scaring off monsters]When lighting a fire, monsters will be scared off. Youll have to stay near the fire though, unless you want to be attacked. Some monsters arent affected by low-level fires, so youll need a higher level fire to scare them away. There are some monsters which arent scared of fires: all monsters in the Godwars dungeon, demons, dragons, quest monsters and boss monsters. All players in the area of the fire, will be safe. Regular fire - Max monster level 30 - 3x3 area. Oak fire - Max monster level 45 - 3x3 area. Willow fire - Max monster level 60 - 5x5 area. Maple fire - Max monster level 90 - 5x5 area. Yew fire - Max monster level 120 - 7x7 area. Magic fire - Max monster level 150 - 7x7 area.[/hide] [hide=Firemaking in PvP]Making fires in PvP minigames/worlds is useful, they can enclose an area. When trying to cross a fire, you will receive damage. You can pass through fires, and if you pass, you will still receive damage. Note, that you cant light multiple fires in a row, there must be 1 free square between the fires. Regular fire - 2% damage - 1 min damage - 80% chance of passing. Oak fire - 4% damage - 2 min damage - 70% chance of passing. Willow fire - 6% damage - 3 min damage - 60% chance of passing. Maple fire - 8% damage - 4 min damage - 50% chance of passing. Yew fire - 10% damage - 5 min damage - 40% chance of passing. Magic fire - 12% damage - 6 min damage - 30% chance of passing.[/hide] [hide=Torches]These scare monsters off, anywhere you walk, but you wont be able to wield a weapon or shield, and the monster level limit is lower. Like normal fires, there are some monster that arent affected. There are 2 advantages, though. One, they count as a light source (its better to take something else though, as they extinguish). Two, it makes some players unable to attack you in PvP worlds (players 6 levels over you for regular torches, 7 levels for oak torches, 8 for willow, etc). Regular torch - Max monster level 15 - Lasts for 1 minute. Oak torch - Max monster level 22 - Lasts for 2 minutes. Willow torch - Max monster level 30 - Lasts for 3 minutes. Maple torch - Max monster level 45 - Lasts for 4 minutes. Yew torch - Max monster level 60 - Lasts for 5 minutes. Magic torch - Max monster level 75 - Lasts for 6 minutes.[/hide] [hide=Dynamite]What is dynamite? Dynamites are new ranged weapons, which can be used to inflict lots of damage. You need level 75 ranged and firemaking to use dynamites. They have a +145 ranged bonus. To make them, you need an empty stave, a vial of nitroglycerin, some sawdust and a fuse. To get an empty stave, go to a loom with papyrus, and make the empty stave. To get nitroglycerin, use a vial on the barrel of nitroglycerin in the Digsite. To get sawdust, pick some up at the sawmill. To get a fuse, simply use your knife with a rope. Use one item on another, and you will automatically make a dynamite stave. To ignite it, you have to light it with a tinderbox, quickly equip and throw it (otherwise it will explode, dealing damage to yourself). Is there just 1 kind of dynamite? Yes, but there are 3 kinds of fuse: Short, medium and long. You can choose which fuse you want to make, once you use a knife with a rope. The short fuse detonates in 2 seconds, and deals damage in a 3x3 area. The medium fuse detonates in 4 seconds, and deals damage in a 5x5 area. The long fuse detonates in 6 seconds, and deals damage in a 7x7 area. What about the experience? Dynamites give both ranged and firemaking experience. For igniting dynamite, you get 150 firemaking experience, and you will get 4 damage per hitpoint dealt. Note, that you only receive experience for 9/15/21 targets (depends on the fuse). Once you throw them to a target, and they reach it, it will fall on the ground, and explode after 2/4/6 seconds (depending on the fuse). Is it useful for other skills than ranging? Yes, it can be used for mining as well. When thrown on a rock, an ore will appear instantly (however the ores recovery time is 50% slower).[/hide] [hide=Ignitable weapons]How do I get an ignited weapon? To ignite a weapon, you will need a piece of silk, a tinderbox, and certain attack and firemaking levels. First, go to Rimmington, and go to the chemist. Use the silk on the oil still, and you will have an oily silk. Use the oily silk on your weapon, and it will be wrapped in the oily silk. Now light the weapon with a tinderbox, and voila! You got an ignited weapon! Note, that the silk is burned up after 5 minutes. WHAT ARE THE REQUIREMENTS? For 1 bar weapons (weapons that require 1 metal bar to make), your attack level must be 25% higher as the original requirement, and your firemaking level must be 1.33% levels higher. For 2 bar weapons, your attack level must be 37.5% higher as the original requirement, and your firemaking level must be 1.66% higher. For 3 bar weapons, your attack level must be 50% higher as the original requirement, and your firemaking level must be 2x higher. What is so special about ignited weapons? The first advantage is: the offensive and strength bonuses of ignited weapons are increased by 15%: A rune 2h sword would have an offensive slash bonus of +78, instead of +69. The second advantage is: flames come from your weapon, giving it a nice look. The third and last advantage: there is a 15% chance of dealing an additional 3 - 5 burn damage. Are all weapons ignitable? No, you can ignite any weapon up to rune. To wield an ignited weapon, you will need Fist of Guthix gauntlets. For bronze weapons, you need bronze gauntlets, for iron weapons, you need iron gauntlets, etc. You can wield them without these, but you will take damage equal to 15% of the damage dealt if you do so. To wield an ignited 2h sword, you will need both a metal body and metal helm, otherwise you will take continuous damage.[/hide] If you read them all, thanks for that! :D
  5. I agree with these ideas (so I support), although I think there should be injuries as well. Like slices, fractures and torn muscles. There could be different grades, which lower your attack/strength/defence level by a higher amount, depending on the grade, and running will be impossible while you are wounded. You could get medicines in the Duel arena, which you will have to take every 15 minutes, for a few hours (again, depending on your wound grade). There should be a very small chance, though, like 1/8000 or something. ~ Danil445.
  6. Nice suggestions, I support them! I made around 6 suggestions yesterday, and today I found this thread. Mind if I post my suggestions here? :D
  7. Great ideas, 4 of 6. And here's another race which needs improvement: Fairies (although Jagex is already working on them atm :P ).
  8. I had 3 slide puzzles, 2 coordinates, like 4 anagrams and several other, and what did I get? Around 50 swordfish, rune platelegs, and some firelighters! :x 1000% support!
  9. Oh, sorry, typed wrong. :oops: No, the blessed ones are fine. The non-blessed don't have too high bonuses.
  10. Thanks for your response! 1) Yes, I thought that as well. To be honest, I just couldn't think of something better for a strong hand-held weapon. Maybe something like a "Mechanized Crossbow", just as a pun relating to modern weapons? A baby idea atm, but I can't think of something better to make the place of the Handcannon. 2) 65 I think would be too low. Some of these weapons have higher bonuses than Godswords and Barrows weapons, not to mention the gear which trumps 3a and the Spirit Shields. Curious though, what makes you say the bonuses are too low? Everyone else here has been telling me they're too high. 3) Strength requirement I'm with. I'll edit that in soon. For defense bonuses, well, you could make that argument with any weapon. If you're holding a sword, why don't you block with a sword AND shield, to improve defense? Besides, it's a huge ball of metal. I don't think you're going to want to parry anything with that. 4) I'm not sure I understand what you mean. Do you mind elaborating a bit? Funny thing, I was thinking about something just like the Broadsword you suggested, with a "counter" special. I think it needs a little more thought, and the bonuses you provided are really low (Godsword is 130+ in attack bonuses, it should be a least above 100 for a weapon that strong and slow). I did not mention a color for the items. I'm not a graphic guy, so whatever I'll suggest would probably be ugly. So I'm leaving that for Jagex, unless something really nice hits me or gets suggested to me. 2) I meant the blessed ones. :P These have too high bonuses, yeah. 4) It's just a suggestion for the ball & chain. :P - Dani.
  11. Good idea, could I go somewhat deeper into the rewards? :P Leon D'Cour: Champion's Throne. Requires 75 construction to place. TzHaar champion: Obsidian battleaxe. +75 slash and +70 crush bonus. - Special attack Gnome champion: Gnome hat, decreases your weight by 3 kg. Werewolf champion: Werewolf claws: +46 stab, +62 slash - Level 65 attack. - Special attack ignores any defence bonuses, 50% drain. Elf champion: Crystal amulet. Makes crystal equipment degrade 50% slower, and increases their power by 15%. Dwarf champion: Dwarven warhammer. +81 crush - Level 65 attack. (it is a combat-based 'minigame' anyway :P ) - Special attack decreases the target's strength level by 40% of that hit, 100% drain. Ogre champion: Ogre club (3h). +102 crush bonus, same speed as a dark bow - Level 65 attack/strength. Imp: Imp gloves. Decreases the chance of getting caught while thieving by 10% - 20%.
  12. Good idea, but I see some problems (IMO). :$ 1. A handcannon is too futuristic, I guess. Crossbows are actually some kind of handcannons. :-# 2. The requirements are way too high for their bonuses. What about 65? There is no weapon with that requirement anyway. 3. The ball & chain should also have some defence bonus, as it is large, right? Should require a high strength level, like 75. 4. Suggestion for B&C spec: "Hits up to 9 targets in a 1x6 area in front of you." + An idea for another broadsword... DIVINE BROADSWORD (other than the already suggested one) - Appearance: The sword that goblin statues in Bandos's throne room use. - Bonuses: +56 stab, +86 slash, +73 crush. - Speed: Between battleaxe and 2-handed. - Special attack (75%): Absorbs the next attack, dealing that amount + 10% to your target. EDIT: Other than that, I support. :thumbsup: EDIT2: Maybe I haven't read, but, what colour do/does the weapons/armour have?
  13. Saradomin sword came out later, so that's the weapon with too LOW stats. Also, the Saradomin sword trains strength and has a better special attack.
  14. This happened to me too, but with Verac's skirt instead. :ohnoes:
  15. Wow, love this idea =D> And for the minigame-teleports: What about a new reward? It would be called Teleport Essence (or something). Could require 25 points for Castle Wars, 25 Zeal for Soul Wars, 250 Zeal for Pest Control, etc. PS. Is this already posted on the RSOF?
  16. Granite maul/Granite plate/Granite helm/Glory in one drop. :P (I don't PK often)
  17. Who knows, maybe Duradel returns in the sequel(s). I will change it to the replacer, but I forgot his name. :S
  18. I'm just posting this for a better look, and the alarm when you get to low health. If over 2000 games use it, no one will complain about it. Oh god..NO NO NO... You remember getting low health with the volume on in Pokemon? You got to listen to 30 minutes of BING BONG BING BONG BING BONG BING BONG BING BONG BING BONG BING BONG BING BONG BING BONG BING BONG BING BONG BING BONG BING BONG BING BONG BING BONG BING BONG BING BONG BING BONG BING BONG BING BONG BING BONG BING BONG BING BONG BING BONG BING BONG BING BONG BING BONG BING BONG BING BONG BING BONG BING BONG BING BONG BING BONG BING BONG BING BONG BING BONG BING BONG BING BONG BING BONG BING BONG BING BONG BING BONG BING BONG BING BONG BING BONG BING BONG BING BONG BING BONG BING BONG BING BONG BING BONG BING BONG BING BONG BING BONG BING BONG BING BONG BING BONG BING BONG BING BONG BING BONG BING BONG BING BONG BING BONG BING BONG BING BONG BING BONG BING BONG BING BONG BING BONG BING BONG BING BONG BING BONG BING BONG BING BONG BING BONG BING BONG BING BONG BING BONG BING BONG BING BONG BING BONG BING BONG BING BONG BING BONG BING BONG BING BONG BING BONG BING BONG BING BONG BING BONG BING BONG BING BONG BING BONG BING BONG BING BONG BING BONG BING BONG BING BONG BING BONG BING BONG BING BONG BING BONG BING BONG BING BONG BING BONG BING BONG BING BONG BING BONG BING BONG BING BONG BING BONG BING BONG BING BONG BING BONG BING BONG BING BONG BING BONG BING BONG BING BONG BING BONG BING BONG BING BONG BING BONG BING BONG BING BONG BING BONG BING BONG BING BONG Untill you turned the volume off or your head exploded. Rs music is headache inducing enough as it is. :wall: Uhh... 1) I deleted that suggestion a few days ago. 2) It already sort-of exists: the heartbeat.
  19. Good idea, but vice versa would be better. He tries harder to kill you, so he hits higher. Thanks for the soupport. :thumbsup:
  20. Whip is fine as it is, and WTF? +84 stab bonus for a HIGH ACCURATE DAGGER with 9 speed, with a spec that can hit 3 TIMES HIGHER?!? It's stronger, more accurate and faster than the whip?!? And you say whips are overpowered, lol.
  21. Good solution. Another solution could be disabling prayer when using it, so the wearers aren't invulnerable. ;)
  22. People with 300+ slash defence and 80+ defence could do it (most people who have done WGS have this, I think). ;) But, I could also make him verac-like. He could hit 45 without prayer, but only 28 or so without.
  23. Double wielding COULD be done, but only if... - You cant dual wield two-handed swords. - You cant use special attacks. - You can attack twice in 1 turn. - The second weapon only has half bonuses. It could be made by having 2 weapons in your inventory, and right-clicking 'Dual-wield', and then selecting another weapon. ;)
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