Everything posted by ember3579
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my spin on the thunder rune & other things
ok, but answer me this:how many nonmages in wildy use d hide?its cheap, decent defense, & makes maging almost useless without massive ammounts of em.& theres always the fact that theres very little armor for f2pers that can even compare to melee & range armor.im personally a mix of all 3, but id like it if i werent forced to use melee in wildy due to underpowered spells.& that thing with the thunder power balances is just a typo i missed.ill fix it right away! oh yeah, & i dont think this is a ripoff to the new bolts.it makes rangers a TON more powerful, so there should be somethin to balance it out.meleers can already consistently hit around 20-30ish on mem, which makes it balance it out there.i should know, i used to be mem.there really should be somethin to help mages from bein underpowered.this is it.& i havent even touched a pokemon card in a very long time.dont accuse people of stuff you have no proof of, ok?
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my spin on the thunder rune & other things
ok, i know that this has been mentioned before.i know some of these ideas may have been thought of before.but most of em are crap, so i may as well attempt on something that isnt :P so, here we go. thunder rune runecraftin specifics thunder rune:25 rc (with other things to get to the altar) thunder altar:saradomin temple (new place reached from entrana) thunder talisman:drop from killerwatts, thunder demons (new monster,explained later), various thunder based monsters spells (all thunder spells do 50% more damage to water & metal based opponents, 50% less damage to earth based opponents, & no damage to thunder based opponents) thunder strike/bolt/blast/wave (in order) 16/38/61/81 ability:does damage relative to the other basic attack spells.water & metal based opponents have a chance of being stunned for 2 seconds,other opponents 1 second, earth opponents no stun agnea lv 1-3 (in order) 26/56/86 ability:deals moderate damage to the target, & subsequentially damages everything within 1 space of the target,with a max of 3/4/5 jumps with reduced damage for each jump.targets in a ddot all count as one opponent, where they all take similar damage.opponents that take more than 1 space dont take more than 1 hit, but do have a wider radius due to size. speed shift 65 ability:the caster is moved to a designated spot & is dealt damage based on how far the destination was & what was in between points A & B (trees, rocks, etc.) cannot go through barriers like walls & fences unless if theres a sizable hole in it. thunder shield lv 1-3 42/65/92 ability:deals damage to melee based opponents attacking while the shield is active.bounces back thunder attacks to the caster on occasion,renders thunder & water based attacks unable to do damage, earth based attacks deal 50% more damage than normal.the chances of thunder bounceback, & recoil damage increase with the variation of the spell cast. leaf rune runecraftin specifics leaf rune:25 rc (with other things to get to the altar) leaf altar:guthix temple (new place reached from elf country) leaf talisman:drop from elves, ents (not the wc random ones) various forest based opponents spells (all leaf spells do 50% more damage to water & thunder based opponents, 50% less damage to metal & leaf based opponents, & no damage to fire based opponents) leaf strike/bolt/blast/wave (in order) 14/36/60/76 ability:does damage relative to the other basic attack spells.has a chance of dealing some sustained damage (bleeding out) to opponents.lower chance for leaf & metal based opponents, no chance for fire based opponents. leaf blade lv 1-3 (in order) 22/50/80 ability:damages one opponent & people adjacent to them.its basically 2 hits, both 3 squares in range.anyone in the middle of the 2 gets hit twice,people adjacent get hit once.opponents that take more than one space cant get hit more than twice & thats if they also occupy the center of the attack.has a chance of doing some sustained damage same as leaf strike etc. per hit. featherwalk 60 ability:can travel over 1 gap, river, etc.has a chance of you falling.deals damage based on your defence, agility, & what you fell into (lava would hurt more than a stream correct?:mrgreen: ) leaf tornado lv 1-3 (in order) 40/63/82 ability:creates a tornado of leaves (duh :P ) that damages everything within 2 spaces of you if you could attack it normally.hits like v4 kosechi (from fremmy trials) exept with a max of 5 per hit, but an average of 2 (avg increases per variation, not speed & max) higher variations last longer(first lasts 10 seconds) every 5 hits has a chance of dealing additional sustained damage (like the other leaf attack spells) & can deflect water & thunder attacks, but fire attacks do 50% more damage.fire attacks also have a chance of ending the tornado based on the power of the attack & the variation of the tornado in effect. id add zammy ones but i cant think of a good rune for him.im plannin on talkin about additions for other attack types (range & melee) later.i personally think that the element should play a bigger role than it does (like fire tell me what ya think!
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Attack Training Help
if ya really hate having to deal with crowds ya could try draynor jail guards.bring 3 or 4 items (depending on wether yer gonna use the prayer or not) & just massacre em till yer at wherever ya wanna be.if ya die, ya dont lose anything cause ya had all yer items protected.that a good idea?(i got it from i think runehq somewhere)
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Big Money making question
yeah, air multicraftin can make the cash roll in faster than a marble in a rockslide.tho i personally think that gettin on f2p worlds & collecting red spider eggs while massacring red spiders & the occasional lesser to be alot more fun (albeit long) then rc.alss ya need is some good armor stats & a harpoon!or lob cage, whichever you prefer.(btw, ya can just use the tuna for trainin & stockpile the swordies for use or sellin at about 400 gp per hehehe)
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Best place to range?
experiments in the fenkenstrain dungeon have over 100 hp with the fighting abilities of.........oh...............a rat lol.theyre good for ANY type of combat trainin!if ya bring somethin like full gunthan or blood spells then ya have no worries about food (as if ya needed it anyways)
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Quickest Way to Make 1mil. (Stat Pic Provided)
id say try collectin red spider eggs.theres a couple ppl (one i know) who permabuy em for 1k each.unless if combat bores ya, then ya dont got much to worry about!just gotta keep yerself healthy (try full rune with some good food, maybe lobs & a tele for emergencies) & get about, say, 1k spider eggs.not only will ya probably be a HELLUVA LOT HIGHER COMBAT but youll be a couple sells away from that 1 mil!if ya done dragon slayer, then ya should have no problem with handling a couple spiders!
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Tip.It Players vs RuneHQ Players
yeah.altho i use both (rhq for item list & bestiary) id stand by tip.it without a doubt!
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~~Newer Bank Of Runescape~~ **Updated again 05/15/09**
i really like the idea.even f2pers can use it!tho theyd only need at a long stretch about 50 max items in bank.tho if this were used for all banks, it would be really useful.i support!the support list should include at least most of the high scores list plus a ton of the ppl that arent on it!
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Equiping Fishing Equipment.
fishing equipment isnt supposed to be equippable.at best, it should do the same as a rubber chicken against full dragon armor with crystal shield.
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Weildable Fishing equipment (Please read and comment)
he just said like 10 times that theyd be USELESS FOR FIGHTING.what, kill someone with yer fishing pole or lobster cage?at best, it should be like fighting with a rubber chicken.
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us rangers...read this,and vote a lil and make me feel good
what they really need to do is either increase the damage output of ranged equipment (not just arrows) or lower the damaged ammo rate.either one could help!i personally like all of the combat types(tho i mainly do melee for the heavy duty stuff) & i like em all to be equal.just how many solo rangers do ya see in the wild?ya see meleers & mages, why not rangers?
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ok there is every dragon wepon but w8?!? a dragon war hammer
i might be able to do something about specifics with a warhammer.& wouldnt a sort of travelling shockwave special work?it attacks up to3 spaces ahead, damaging anything inside the 2 square radius of the wave.it would start out with the player slamming that big-@$$ thing down in the ground HARD, then, well.........a small earthquake/fissure occuring in front of the user.holds the recipents in place, knocks em back, & does about 25% less damage than a normal attack.the special would increase in power & range as strength boosts & the chance for it to do better would increase with better att.the stats for it would be pretty much in the same ratio as the other warhammers, it would look alot cooler than the other warhammers (as usual) &would have a decent special.that sound allright enough to use?
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Should relationships on runescape be banned?
yeah.i think that the advertizing for rich dates should be a bannable offense, cause that is essentially item scamming.but 2 people that meet in rs or know each other in rl who identify themselves as a couple are not breaking any rules.in fact, for long distance relationships, its potentially helpful!& what about the ceremony thing with the prayer books?it seems to me that jagex dont have any problems with it, or that wouldnt be there, now would it?
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official combat classes & patron gods
.............so theres no salvaging this?yer not telling me ways to change it to make it fit in rs!& gettin em is NOT mandatory, which i said at least 2 times already!& this would make rs more challenging for ppl focused on combat & give the rest some new stuff to work with for their specific specialties
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official combat classes & patron gods
does it really matter that much?& i got the idea while playin champions return to arms.i honestly think this could be something to consider.
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official combat classes & patron gods
bump come on, people!im throwin ya gold!if ya think this needs adjustments to make it usable for rs, say so & tell me how to modify it!constructive criticism only, pls!
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The 1 and a HALF HAND Sword
not a bad idea.ya might wanna adjust the str reqs a little tho.& the 2 handed way should be about same str lv as reg 2h, but the 1 handed should be between long & 2h.maybe a def bonus?stronger than the long def bonus tho.& make the special drain about 75%.its real good when used right!
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improvement on the firemaking skill?
we arent talkin about removing it, were talkin about makin it more useful.o mean, kramja & a select few other places really ever need firemaking, & thats for cookin purposes only!
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improvement on the firemaking skill?
i think he means at somethin else.other than shade burning, what do ya do with firemaking?ya just use it to cook a limited selection of food & items on a open fire rather than using a range.over half of the logs that are burnable youd have to be nuts to burn.we need to make it more useful!
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official combat classes & patron gods
how would zammy be unbalanced?a person with sara symbol would cancel out zammys thing, whle canceling out its own.it would be the same pretty much as the prayer symbols & books.oh, yeah, ya dont have to use the classes.ya can remove yer class status utilizing the person or place ya got it from.
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official combat classes & patron gods
everyone goes to a specific person (a npc uberperson of the class) to becoma a part of that class.if they dont wanna they can talk to the same person & get it removed.a specific letter beside their combat lv shows what class a person is.they are; (M)=monk, about 5% boost to all combat stats exept hp, 10% boost to prayer (makes em last longer), special class specific abilities (passive & activation) (boosted by skill points obtained by killing stuff & doin stuff for specific npc), 10% str boost with maces, 20% boost to prayer & craftin exp gain (F)=fighter, 10% boost to all melee stats exept hp, - 20% mage & range combat, +15% range def, - 15% mage def, special class specific abilities (passive & activation) (boosted by skill points obtained by killing stuff & doin stuff for specific npc), 20% boost to melee & minin/smithin exp gain exept hp (W)=wizard, 15% boost to mage stats, -20% melee & range combat, +15% spell effectiveness vs. (F), -15% spell effectiveness vs. ̢̮â¬Å¡Ãâî, special class specific abilities (passive & activation) (boosted by skill points obtained by killing stuff & doin stuff for specific npc), 20% boost to mage & rc exp gain ̢̮â¬Å¡Ãâî=ranger, 15% boost to range stats, -20% melee & mage combat, -15% range effectiveness vs. (F), +15% range effectiveness vs. (W), special class specific abilities (passive & activation) (boosted by combat skill points obtained by killing stuff & doin stuff for specific npc), 20% boost to range & fletch exp gain make them have to kill monsters or players with the combat type & armor of the class.the special abilities have to be upgraded with the uber npc of yer class.ya only ge access to special abilities with kills & task completions.any additional skill points are obtained by doing tasks & killing monsters.specific tasks can upgrade specific skills better than just skill points alone.this will also allow for some very interesting custimization abilities.depending on what the skills are, of course!theyll be distinguishable with which class uses em. also have the ability to select a patron god at special altars.(which will also give +2 prayer if a person of that god prays there).maybe also have the god's symbol next to the combat lv. saradomin, +10% def to all stats, 5% prayer bonus, extra boosts when wearing patron god's armor (different from trail variant), inability to wear other gods' armor, temporary penalties when attacking players with patron god's symbol, boosts when attacking players with other gods' symbol, god specific special abilities (passive & activation)(boosted by divine skill points obtained by killing other gods' monsters/players & crusades for patron god) zamorak, +10% to all att stats, 5% prayer bonus, extra boosts when wearing patron god's armor (different from trail variant), inability to wear other gods' armor, temporary penalties when attacking players with patron god's symbol, boosts when attacking players with other gods' symbol, god specific special abilities (passive & activation)(boosted by divine skill points obtained by killing other gods' monsters/players & crusades for patron god) guthix, +5% att & def to all stats, 5% prayer bonus, extra boosts when wearing patron god's armor (different from trail variant), inability to wear other gods' armor, temporary penalties when attacking players with patron god's symbol, boosts when attacking players with other gods' symbol, god specific special abilities (passive & activation)(boosted by divine skill points obtained by killing other gods' monsters/players & crusades for patron god) the divine skill points are very similar to combat skill points, exept ya just gotta kill monsters & players with another god's symbol.there may be some similar skills between them, but there will be differences between the combat skills. there will be a certain ammount of exp that has to be obtained from combat before they get a skill point.if ya think this is a good idea, post so! for 1.ember3579 2. 3. 4. 5. 6. 7. 8. 9. 10.
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Fundamental basics of an interactive city: long title+read:
yeah.the cities seem very small & boring.at least a couple places where ya can get rewards for doin stuff for random npcs(kind of like the old dude in draynor) such as killing off the giant rat population in their basement, gettin a cure poison pot for their sick kid, helpin em add onto their house, & other stuff.& doing these little things can affect how the town looks to you (1st would make some storage, 2nd would give a helper/follower, 3rd would give a store).also, make it so that ya gotta every now & then help defend the place from monsters based on yer combat lv & combat type.doing the miniquests & defending the place gives ya additional bonuses too (like better visuals, better shops, reduced prices, rep)
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"elemental swords"
i think they need to have the elements more like, well, elements.if its a fire attack, small sustained damage.earth attack, lessened def(nonconsecutive).wind attack, chance of knockback.water attack, chance of freezing target for 2 secs with very small sustained damage.also make em give def & att bonuses when usin that element
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wandering monsters
hopefully it would be f2p.& the armor would have to be around between dragon & rune power.untradable, have to get a new part if ya die & dont get it back, so that way its a little harder to train with it.
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The "Examine Player" Option
not a bad idea!put me on that list