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Zaaps1

[Updated 9 Dec] Reviving Smithing : Divinite

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Big updates on the idea's basic structure, especially on the armor and method of getting the ores/bars. See "The Notepad" entry for July 18th for the exact details. It is also posted on page 6.

 

 

 

[hide=Before I begin]If you do post, please be sure to check for a reply. I reply to ALL responses, regardless of content or writer. If you posted and had a good point, hopefully our correspondence would move this idea for the better. So if you post saying "omfg u nub ur specs r overpowrrd!!!" I will reply, "Which ones?". If you then replied, "Tht 1!!! it hit 2 hi!!!!", I would reply as well. Keep sharing your opinion with me like that and progress will be made.

 

 

 

I usually take no longer than 1-2 days to reply.

 

 

 

For those of you interested in a support signature, look at the "Images" section of this for one![/hide]

 

 

 

[hide=Most Recent Update]18.Nov.09-The following was added:

 

 

 

Added updates:

 

More concept art and support sigs!.[/hide]

 

 

 

[hide=The Notepad]I'll post in interesting things here, such as updated info and such.

 

 

 

3.26.09-Added 2 new swords, Divine Longsword and Divine Saber. Added new ammo for Divine Handcannon, Soul Bomb.

 

 

 

4.8.09- Posted onto RSOF, QFC: 76-77-458-58649234

 

 

 

4.9.09-Updated armor sections to include armor names, a new special effect, and stats

 

 

 

7.18.09-The following was added:

 

-The Armor will now be blessed by default. It will cut all damage by 20%. It will also further halve the damage taken every other hit, if it is by the disadvantaged combat style. However, its stats fall by 20% if it is hit by an advantaged combat style, and 10% every hit missed hit after that by the same combat style.

 

-The Armor will degrade over the course of 20 hours of combat.

 

-Weapons will also degrade over 20 hours

 

-To recharge the Armor and Weapons, you must obtain a special drop (Divine Icon) from the Guardians. It drops 1/50 times.

 

-To recharge the Armor, you also need a barrows item of the disadvantaged combat class

 

-To enter a designated area (eg. Divinite Mines), you must sacrifice a Spirit Cobra, and it must be summoned before sacrificed

 

-Divine Claw Whip will have its stun reduced to 10 seconds from 20 seconds

 

-Rod of Life will now grant immunity instead of healing. This immunity lasts for 5 minutes. Immunity will block damage equal to damage the spell cast. So if you hit a 30, the next 30 damage you take is negated.

 

-Attempting the mine the rock gives you a chance of failing to extract the ore and an explosion to will damage you (similar to retired random event). The base level is now 50 (with all the level boosters) and the chance of extracting is 50%. Every level after, your chance improves by 1%. If you are wearing the skill cape, you cannot fail. (If you are 99 but not wearing it, you only have 99% chance.)

 

-To smithing Divinite, you need 1 Divinite Ore and 25 coal at 50 smithing. Every 2 levels after, you need 1 less coal. If you are wearing the skill cape, you need no coal. (If you are 99 but not wearing it, you still need 1 coal.)[/hide]

 

 

 

[hide=Intro]Mining, and more direly Smithing, is in shambles. It a huge amount of work, and compared to other skills, very little (if any) benefit. (Exceptions: f2p and runemining.) Smithing costs an insane amount of money, and offers also no benefits at 99, except cheaper Armour Stand repairs.

 

 

 

How did this come about? Before, Smithers were the ones making millions, not losing them. The anwser is that all the good armors entered Runescape not from smithing, but from monster drops. This sent these two skills into turmoil.

 

 

 

Needless to say, these two skills need a booster shot. Jagex can do this in many ways. However, I feel like the best way is to introduce a new metal, so the current balance is not disrupted.

 

 

 

The best solution would be to introduce a new, unique and hard to get metal. It's only use would then be to make items. These items would be very powerful, and therefore in high demand. Both miners and smithers would profit. The current smithing techniques (such as addy plates and rune bolts) would still lose money, but smithers could profit by making these new items exclusive to smithing.[/hide]

 

[hide=Basics]Divinite

 

 

 

That's the name of the ore. It's a powerful ore transformed by the power of the Stone of Jas.

 

 

 

The ore spawns underneath the Stone of Jas room in the Temple of Guthix. I propose a new Altar of Guthix outside this room. It will restore no prayer, but Guthix will accept your pecuniary sacrifices here. For 1 Spirit Cobra (it must be summoned) and 1 soft clay, Guthix will make the ground where the Stone of Jas was soft. You can then dig there with a spade and fall into the Stone of Jas Mines. These mines contain 2 Divinite rocks, 3 rune rocks, 10 blurite rocks, 10 adamant rocks, and 20 elemental rocks. However, attempting to mine any rock will result in a level 210 Guthix Earth Elemental to attack. It attacks with all combat forms and will only go away if you leave the mines. That being said, however, you can keep mining despite being under fire by the guardian. It can freeze, poison, and reduce stats. Killing it may result in a Dragon Pickaxe.

 

 

 

To mine the rock, your normal mining level must be at least level 50 (more on this later). However, you only have a 50% chance of extracting any ore at all. If you fail, the rock will explode, dealing damage to you and anyone mining it. However, every base mining level you have after level 50 increases your chance of successfully extracting the ore by 1%. (So if you are level 70, you have a 70% chance.) If you are wearing a skillcape of mining, you cannot fail (but if you are not wearing the cape, you have a 99% chance of success).

 

 

 

To smelt the ore, you sacrifice 1 Spirit Cobra and 50 feathers of any type at the Altar of Guthix. Then go to the center and perform the flap emote. You will be risen to the heavens among the clouds. There is the Sacred Forge. This is the only place to smelt Divinite. Attempting to smelt results in the appearance of a level 240 Guthix Vulcan. It acts exactly like the Guthix Earth Elemental, except stronger. It drops the Sacred Rune. If you wish to superheat Divinite, you will need this sacred rune, one per bar superheated. It does not stack, but is tradeable.

 

 

 

1 Divinite Bar requires 25 coal and a normal smithing level of at least 50 (more on this later). Every 2 base smithing levels you gain, you need 1 less coal to smelt the ore. If you are wearing the skillcape of smithing, you will not need any coal. However, if you are level 98, or 99 without the skillcape, you need 1 coal.18

 

 

 

To smith the bar, you sacrifice 1 Spirit Cobra and 1 pair of leather boots at the Altar of Guthix. Then go to the center. You will see a small light near it. Turn on run and click on it to run toward it. A divine wind will push you past it, through the walls of the room, and land you (painlessly) at the Anvils of Guthix, the only place to smith Divinite. Attempting to smith makes a level 270 Guthix Knight spawn. It behaves like the previous 2 guardians, except stronger. It drops the Sacred Hammer, which gives an xp boost when smithing with it and is equipable.

 

 

 

In addition, you must have a "blueprint" (lack of better name) in order to make the item. You must have it in your inventory. You get these blueprints as random drops from:

 

-All 3 guardians

 

-All dragons

 

-Treasure Trails

 

-Tormented Demons

 

-GWD bosses and generals

 

 

 

If you lose one, you can NOT get it back. Each blueprint corresponds to one item. For example, in order to make the Divine Corrupter, you must have the Corrupter blueprint. To make the Divine Crossbow, you need the Crossbow blueprint.

 

 

 

In addition, you can make "copies" of blueprints. To do this, you must have 80 crafting, papyrus, and charcoal. Use the charcoal on the papyrus and a menu will come up telling you to select which blueprint in your inventory to copy. Copying simply makes an exact replicate, there is no difference between the copy and the original, NONE AT ALL.

 

 

 

This allows Jagex to release the items gradually at their discretion. Dragon weapons were released slowly, and are still being released. I hope Divine will come out much quicker, but still gradually.

 

 

 

Blueprints are not tradeable.[/hide]

 

[hide=Images]First of all, I would like to give a HUGE thanks to hawkxs for drawing all of these! More are to come, and all thanks to her. All the items mentioned below will be further explained later.

 

Metalsilver Armor (Divine Melee Armor)

gallery_117829_27_48932.jpg

 

Archfiend Armor (Divine Magic Armor)

gallery_117829_27_149766.jpg

 

Gatling Armor (Divine Ranger Armor)

166gqav.jpg

 

Shields and Various Orbs

etb7na.jpg

 

Blessed God Weapons

gallery_117829_160_113970.jpg

 

Ranged Weapons/Ammo

fymoso.jpg

 

Assorted Weapontry

28wgop2.jpg

 

 

 

Support Signature!

gallery_117829_27_4925.jpg

 

[url=http://forum.tip.it/topic/225625-reviving-smithingdiviniteupdate-concept-art-10nov/][img=http://forum.tip.it/uploads/1258238865/gallery_117829_27_4925.jpg][/url]

 

 

[/hide]

 

[hide=Basic Weapons]Each weapon is immensely powerful. In addition to strength, each has a special attack. Activating it will make unique gold, shining text appear above your head (the "taunt") and in both player's chatboxes (or if it's multitarget, all player's chatboxes). It is the gold, shining color both on screen and in the chatboxes.

 

 

 

Format:

 

 

 

-NAME (bar req.)

 

-Description w/ speed

 

-Bonuses

 

-Special attack ("taunt")

 

 

 

 

 

 

 

-DIVINE BALL AND CHAIN (10)

 

-A huge ball and chain. It's very slower, slower than a 2h and the Barrelchest Anchor. It only uses Crush attacks

 

-160 crush attack, 150 strength

 

-Wrath of the Gods ("Feel the Wrath of the Gods!") 100%. Show the full might of the divine with a huge hit with multi target capacity and a 20% attack and strength boost.

 

 

 

-DIVINE CORRUPTER (6)

 

-A blade that is always poisoned, with poison starting at 8. Poisoning is not 100%. Longsword speed with slash and stab attacks.

 

-75 slash and 73 stab, 78 strength

 

-Corruption of the Faithful ("The kind warrior finishes last") 75%. Although a bit weaker than normal, this hit poisons and diseases the opponent.

 

 

 

-DIVINE CLAWWHIP (6)

 

-A sharp claw attached to a long chain. It is like a halberd, and operating it is the equivalent of casting Telekinetic Grab. Whip speed with slash attacks.

 

-75 slash, 70 strength

 

-Clawshot ("No running away!") 100%. Has a range of 6 squares, draws the opponent right next to you, and stuns for 10 seconds. Cannot be used over barriers.

 

 

 

-DIVINE BROADSWORD (6)

 

-A 2h sword which deals heavy damage. 2h speed, crush and slash attacks

 

-135 crush, 135 slash, 140 strength

 

-Cleave of the Bone Cruncher ("I'll handle this!") 100%. Must activate in combat. Misses 1 round of combat to charge attack. The sword glows red to warn opponent. Next round, you unleash the attack (and the taunt) which deals 150% damage you would have done that turn.

 

 

 

-DIVINE LONGSWORD (5)

 

-A sword with decent strength and speed. Slash and stab attacks at longsword speed.

 

-85 slash, 85 stab, 90 strength

 

-Divine Vengeance ("Come here...") 75%. You do not attack this round of combat. Instead, your character lifts up the sword to parry your opponent's next attack. There is a 10 second window after activating this attack. ANY attacks you receive during this time will be deflected for 0 damage. Your character will then hit the attacker for the amount deflected times a percentage based on your defense level. (ex. If you're 90 defense, it's 90%) If your opponent is too far away, there is no effect, but the hit is still deflected. You must activate it during combat.

 

 

 

-DIVINE SABER (4)

 

-A quick blade, using slash and stab attacks.

 

-70 slash, 67 stab, 76 strength

 

-Deflect ("Try me!") 10%. You lift up the blade. You can use this at ANY time in combat, regardless of if you just attacked or not. When you use it, there is a 1-2 second window. Any attacks you receive during this time period are deflected and your opponent loses a round of combat.

 

 

 

-DIVINE DAGGER (4)

 

-This small dagger reduces your opponent's stab and slash defense by 1-3 and defense level by 1-3 every hit (average about 1.5) Dagger speed, slash and stab attacks.

 

-65 stab, 60 slash, 68 strength

 

-Ultimate Puncture ("This'll be over quickly") 50%. Unleashes 3 hits in 1 turn in a "Z" pattern.

 

 

 

*Note on Divine Dagger. The defense reduction on your armor can only be removed if you unequip it. If you do not unequip your armor, the stat reduction STAYS. (The defense level reduction, however, can be restored by normal means such as a stat restore or defense potion.)

 

 

 

-DIVINE HANDCANNON (10)

 

-A strong gun which can fire cannonballs and explosives. It can hold 10 at a time, but operating it will reload the first set you have in your inventory. However, the reloading takes up a full round of combat. This is slower than the D Bow, and you must wield it with both hands.. NOTE: The cannon has a bayonet in the front of it. If the opponent is right in front of you, the bayonet will do an addition 5 damage each hit.

 

-130 ranged

 

-Blowback Cannon ("Death awaits you at hell's gate") 100%. 10% extra damage and 15 second stun.

 

 

 

-DIVINE CROSSBOW (6)

 

-An automated crossbow. It starts at normal crossbow speed, but increases to the speed of Karil's crossbow and the Bone crossbow after 15 shots. After 5 seconds of inactivity, it "cools down" to regular speed again.

 

-88 ranged

 

-Execution ("It's over!") 100%. Fires 10 bolts, each has a 2/10 chance of hitting. If more than 4 bolts hit, each bolt stuns the opponent for 5 seconds. After use, the user is stunned for 5 seconds.

 

 

 

Projectiles:

 

HANDCANNON:

 

Cannonball: 4 per steel bar, max: 35

 

Small Explosive: 40 per Divinite, max: 50

 

Large Explosive: 20 per Divinite, multitarget, max: 50

 

Death Bomb: 10 per Divinite, multitarget, max 60

 

Soul Bomb: 5 per Divinite, max = target's combat level/2 + 10, up to 200.

 

 

 

CROSSBOW (can also use regular bolts):

 

Divine Bolt: 100 per Divinite, max: 45

 

 

 

STORM BOW (can also use regular arrows):

 

Thunder Arrow: 50 per Divinite, max: 45

 

Wind Arrow: 30 per Divinite, max: 47

 

 

 

-DIVINE STAFF (7)

 

-Perhaps it can match the powers of the Staff of Armadyl?nah...well...perhaps... Staff speed

 

-25 magic

 

-Divine Zone ("Welcome to my Zone.") 100%. Works regardless of the cast spell's success. Reduces the opponent's magic defense in half (if 20, then 10, if -20, then -40) and then -30 from that number. The effects last for 1 minute, but each "splashed" spell on the opponent reduces the timer by 10 seconds

 

 

 

-DIVINE WAND (6)

 

-Quicker and weaker version of the staff

 

-22 magic

 

-Divine World ("Welcome to my World") 100%. Works regardless of the cast spell's success. Increases the damage of all spells cast on the opponent by 2-5 (random). Each failed spell reduces the timer of 1 minute by 3-5 seconds.[/hide]

 

[hide=Blessed Divine Weapons]These must be taken in their unfinished form to the sealed room at the God Wars Dungeon. Use the unfinished form and a "divine force pushes open the door, and battle ceases around you". In the room are 4 altars, one for each god. Each god will bless a specific item, granted you sacrifice 3 of any of that God's items and 1 Godsword Shard.

 

 

 

-DARK BLADE (10 bars, unf. sword, Zamorak)

 

-A blood-soaked 2-handed blade. Longsword speed. Slash and stab attacks.

 

-150 slash, 140 stab, 130 strength

 

-Reign of Terror ("Terror reins tonight!") 100%. Black clouds surround the target while two black snakes rise out of the ground and bind the opponent in place for 20 seconds. The opponent is dealt 5 damage each round of combat by the snakes. In addition, the Dark Blade receives at 20% attack and strength boost for this hit.

 

 

 

-BOW OF STORMS (10 bars, unf. bow, Armadyl)

 

-A huge bow holding the power of storms. Longbow speed.

 

-120 ranged

 

-Hurricane/Tsunami/Tornado ("Victory is ours!") 50%. A storm (random one of the 3) trails behind the shot arrow. If hurricane, it will bind for 15 seconds and do 20% extra damage. If tsunami, it will do 25% extra damage. If tornado, it will bind for 20 seconds.

 

 

 

-ROD OF LIFE (10 bars, unf. staff, Saradomin)

 

-A staff holding the power of life. It recovers 2-5 damage each cast (2.3 average). It can also cast Miasmic spells, but only if Zuriel's staff (either one) is in your inventory. For each cast, 10x the time is taken from the staff. (If the spell casts in 5 seconds, 50 seconds are removed.) Staff speed.

 

-30 Magic

 

-Life Aura ("Try and hit me!") 50%. Spell does 5% extra damage. Caster gains damage immunity equal to half of the damage dealt +15, minimum (if successful spell), is 20. Opponent is also stunned for 10 seconds, or an additional 5 seconds in spell freezes/stuns or opponent is already frozen/ stunned. This immunity lasts for 5 minutes before it disappears, and you will have a light blue aura surrounding you while it is in effect. Both special's immunities stack.

 

 

 

-CRESCENT OF WAR (13 bars, unf. crescent, Bandos)

 

-A crescent-shaped blade which can use all combat styles depending on set attack style. Slash for melee, shoot for ranged (acts like a bow), and cast for magic. Scimitar/shortbow/staff speed. It is 2-handed.

 

-90 slash, 80 strength, 77 range, 20 magic

 

-Total War ("I spare no one!") 100%. Reduces opponent's defense. If using melee, reduces either attack/strength as well, if ranged, reduces ranged as well, if magic, reduces magic as well. Amount reduced is equal to damage dealt.[/hide]

 

 

 

 

 

[hide=Armor]Melee armor/Ranged/Magic: Bar cost

 

 

 

Helm/Coif/Hat: 3

 

Platebody/Body/Top: 5

 

Platelegs/Chaps/Bottom: 4

 

Towershield/Roundshield/Shield: 4

 

 

 

-If all 4 pieces are used, the player gets 20% of all damage taken eliminated at no cost. If using a 2h weapon, only 3 pieces are needed.

 

-If a player uses a Divine Weapon IN ADDITION to the set, an extra 5% is eliminated

 

-To do this, you must sacrifice 10 snakeskins and either a piece of karil's armor for melee, dharok's/verac's/guthan's/torag's for ranged, and ahrim's top for magic at the Altar of Guthix to receive Guthix's blessing on that item. You must also sacrifice a Divine Icon, which is dropped randomly by any of the guardians in each area (1/50 times). The blessing wears off after 20 hours of combat, but you can recharge it. The cost noted above is for one blessing. One blessing blesses up to 4 different armor pieces of one combat type. (If you only have 3 fully degraded, it will only bless those three and you must go back to bless the last piece separately at full cost.)

 

Note: The armor is blessed by default when it is first made at the anvils.

 

-Metalsilver armor (melee) halves damage by ranged attacks 50% of the time, but loses 20% of its bonuses when hit by a magic attack and 10% every missed spell after that

 

-Gatling armor (ranged) halves damage by spells 50% of the time, but loses 20% of its bonuses when hit by a melee attack and 10% every missed melee attack after that

 

-Archfiend armor (magic) halves damage by melee attacks 50% of the time, but loses 20% of its bonuses when hit by a ranged attack and 10% every missed ranged attack after that

 

 

 

 

 

 

 

Armor Specifics:

 

 

 

METALSILVER ARMOR (melee)

 

H: 4 all atk/str, 85 sb, 90 sl, 76 cr, 92 rg, -10 mg,

 

P: 8 all atk/str, 165 sb, 170 sl, 158 cr, 182 rg, -40 mg

 

L: 5 all atk/str, 110 sb, 120 sl, 104 cr, 126 rg, -25 mg

 

S: 5 all atk/str, 80 sb, 85 sl, 78 cr, 90 rg, -30 mg

 

 

 

GATLING ARMOR (ranged)

 

H: 13 r atk, 15 sb, 20 sl, 15 cr, 20 rg, 15 mg

 

P: 43 r atk, 70 sb, 65 sl, 72 cr, 70 rg, 65 mg

 

L: 30 r atk, 40 sb, 34 sl, 43 cr, 38 rg, 35 mg

 

S: 10 r atk, 12 sb, 10 sl, 14 cr, 10 rg, 9 mg

 

 

 

ARCHFIEND ARMOR (magic)

 

H: 13 m atk, 25 sb, 21 sl, 26 cr, 10 mg

 

P: 40 m atk, 65 sb, 54 sl, 67 cr, 40 mg

 

L: 30 m atk, 45 sb, 40 sl, 50 cr, 25 mg

 

S: 10 m atk, 15 sb, 13 sl, 22 cr, 10 mg

 

 

 

NOTES:

 

-If a attack is deflected, it still counts as damage for the attack. That is, if the other guy SGS specced a magic for 40 damage, he would still heal, but the mage wouldn't take any damage. The damage is still there, it just doesn't impact the defender

 

-All armor has summoning defense equal to the average of its melee defense stats

 

-All armor gives -10 attack defense to all other combat forms (ex: Metalsilver Helm gives -10 magic and ranged attack)

 

-You cannot wear Void armor while wielding a Divine weapon.

 

-If you mismatch combat types with the weapon, there is a 10% reduction on ALL bonuses[/hide]

 

 

 

[hide=The Curse System]To prevent players from constantly switching between weapons/armor to rack up a lot of damage or to quickly KO, there is a "curse" system that prevents you from unequiping your Divine weapons/armor.

 

 

 

Whenever you equip any Divine equipment, you are "cursed" for your hubris against the Gods. While this curse does not damage you, it prevents you from unequiping the armor and it also doubles the rate your run energy is drained and halves the rate your stats are restored (does not make potions give a lesser stat boost). This curse can be removed three ways. Talking to any Priest/Monk/Follower of any God will allow you to remove the curse for a fee of 50k coins. If you possess any Godbook and 75 prayer, you can remove the curse yourself at any altar, but this will drain all of your prayer and immobilize you for 5 seconds per piece of equipment. Lastly, level 85 prayer unlocks the "Purification" prayer. If active for 1 minute straight outside of combat, all of your curses are removed. However, prayer is drained at a rate of 5 points per second, although it will drain less if you have prayer boosting gear on.

 

 

 

When a curse on an item is removed, it is automatically unequiped. If you equip it item again, you are instantly cursed again, even if it was just "uncursed".[/hide]

 

 

 

[hide=Level Requirements]110 mining for ore

 

110 smithing for smelting

 

155 smithing for smithing

 

80 prayer for blessing items

 

 

 

85 attack/ranged/magic/defense to equip

 

 

 

What?? That's idiot noob cabbage Zaaps must've made a mistake here. No, sorry, I didn't. If you wear a Guthix item and use Divinite at the Stone of Jas Mines, Sacred Forge, or Anvils of Guthix, you receive at 60 level boost. So the real requirements are 50/50/95. However, if you do not use Divinite, but do have a Guthix item, you get a 15 level bonus. If you do not use either, it's a 5 level bonus.

 

 

 

Why did I do this? To make sure there was a way to fit this into smithing without disrupting the current smithing tables. As I stated in the intro, I'm trying to change conventional smithing as LITTLE as possible.

 

 

 

Also remember that for mining and smelting, the process is more efficient at higher levels.[/hide]

 

 

 

[hide=XP and Additional Info]250 mining for the ore

 

100 smithing for the bar

 

116 smithing per bar (so a 2-bar item is 232 xp; 5-bar item is 580 xp; etc.)

 

500 prayer for blessing

 

 

 

-ALL items are tradeable in ANY form (that means unf. and blessed items too)

 

-Dragon Pickaxe is similar to Dragon Axe in special attack and bonuses.

 

-You need 1 Sacred Rune to superheat 1 bar of Divinite, and it's not stackable

 

-The Sacred Hammer is equal to the stats of the Rune Warhammer and equal speed as well. It gives 10% extra xp when using it to smith items, including Divinite.

 

-Whenever you enter the Stone of Jas Mines, Sacred Forge area, and Anvils of Guthix area, you are SKULLED. You can bring any item you wish with you, except pets, but familiars are ok. In these areas, teleports have a 50% chance of FAILING and your combat stats are HALVED (however you can restore them). Your prayer drains by 5 every few seconds, just like in Barrows. The guardians there are very strong. It is multicombat, but the guardians will only attack their target. That means you can gang up on them, but they won't gang up on you.[/hide]

 

 

 

[hide=Conclusion and Credits]Whew! You've gotten far. That was rather long, wasn't it? It's almost over now. I'm reserving this area for FAQs, to remind you of a few points, and to rebuttal possible rants/flames/arguments.

 

 

 

Remember that these are extremely high level equipment. 90 mining is needed to mine the ore, and 95 smithing is needed to even make the item. Only the most dedicated smithers will profit from this. That being said, it'll provide the spark that people NEED to train smithing again. Perhaps the requirement should be lower. But seeing that Rune is 85, it shouldn't be ANY lower than that. Remember the point of this idea is to Revive Smithing and Mining (although not so much mining as smithing) AND provide new high level equipment. Killing 2 birds with one stone, if you will.

 

 

 

For those of you who are hitting the "overpowered" button, or are about to, know this. People thought whips were overpowered when they came out, same with godswords. Hell it was probably the same with dragon when it came out. In that day and age, dragon longsword was "overpowered". Now what is it? A "noob" weapon, and easily abandoned by high levels. The KEY to making bigger and better equipment is making bigger and better armor that deals with that equipment. So look over the Armor section again. Also remember, anyone who is using a Divine Weapon to fight is most like fighting against someone who can use Divine Armor. If someone has 85 attack, chances are the people in their combat range have 85 defense. So if powerful weapons are canceled about by powerful armor.

 

 

 

I understand that that is a delicate topic. Just how resistant does the armor have to be? That's why the armor section isn't fully developed yet. I've stated that there's up to 15% of all damaged received that eliminated. That I hope is enough. But I haven't worked out the BASE stats of the armor yet. Please give me time, and anyone with suggestions please post. Don't restrict yourself to just armor, either. This whole idea is up for improvement/flaming. I can tolerate flaming. You can curse at me all you want, I'll take what I need to out of it. I am not ENCOURAGING you, and I am WARNING you about the consequences. But if you do decide to, I can take it very well.

 

 

 

NOTE: If you do post, please be sure to check for a reply. I reply to ALL responses, regardless of content or writer. If you posted and had a good point, hopefully our correspondence would move this idea for the better. So if you post saying "omfg u nub ur specs r overpowrrd!!!" I will reply, "Which ones?". If you then replied, "Tht 1!!! it hit 2 hi!!!!", I would reply as well. Keep sharing your opinion with me like that and progress will be made.

 

 

 

Now let me put something into perspective. It took me about 5+ hours to completely work out this idea, and an hour or so to type this all out. I will be spending additional hours to get the armor right and making this idea more presentable to Jagex. I've had to make many things into consideration, and I will most likely have to deal with rants, flame, suspicion, doubt, and disbelief. You, on the other hand, have taken probably 10-20 minutes to read this. To write a good, intelligent response will probably take 5-10 minutes, but the 30 second response of "I support" or "good idea" is also extremely helpful. 30 seconds-10 minutes of your time is all I ask, and that small amount of time may save me a much longer time. Two heads are better than one, but a whole forum community is much better than one.

 

 

 

This is as much YOUR suggestion as it is MY suggestion.

 

That being said, for those of you interested in a support signature, look back in the "images" section for one, credit to Hawkxs!

 

 

 

Once again, thank you for your time.

 

 

 

 

 

CREDITS:

 

-Sirlonewolf

 

-Archimage_a << Big thanks!

 

-Hawkxs <<Huge thanks for the pictures!![/hide]

 

SUPPORT SIGNATURES (for those interested)

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[url=http://forum.tip.it/topic/225625-reviving-smithingdiviniteupdate-concept-art-10nov/][img=http://forum.tip.it/uploads/1258238865/gallery_117829_27_4925.jpg][/url]

 

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I think it sounds pretty cool.

 

 

 

May be a bit overpowered, but for the materials + levels req., I'd say it's fine.


Starcraft 2 - PCTahvo.617. Message me if you want to play, always up to play with fellow Tifers.

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Jaqex won't ever do that the wepons seem to overpowered and not like rs at all and it is way to hard to get the ores and bars

 

I think it needs a few tweaks but I do belive smithing and minning need a update like this


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Looks pretty sweet overall. :thumbsup:

 

 

 

I have just one concern. Since only a limited portion of the extremely high-leveled/rich will be able to get these items, said players will be able to pwn pretty much anyone that doesn't have this equipment. Of course, as time passes, more people will get to where they can make them and prices will lower, but, personally, I could see prices of many of these items starting out at upwards of 1 bill and settling at no lower than 500 mill (especially when it comes to the armor (the hit-reduction is enough to get it over 100 mill, possibly 200 mill, and if the stats are as exceptional as those of the weapons, I can practically guarantee these will be second in price only to the christmas cracker) and with some of the weapons (with the current stats and specs of some of these, I believe 99+ damage hits would be possible(although I guess we do already have some combinations of weaponry that can hit 99+ in a few hits))).

 

 

 

Although I guess all of that could go towards them being balanced due to even fewer people being able to get complete sets, but it is still something I felt like pointing out.


> SELECT * FROM users WHERE clue > 0;

0 rows returned

There's no place like 127.0.0.1

There are only 10 types of people

in this world: those who understand

binary and those who don't.

This statement is false.

$DO || ! $DO ; try

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Bit overpowered, but theres another problem.

 

 

 

People will sell the ore for not much less than it would cost to make it, so only "minor" profit would be made, if not loss.


O.O

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-DIVINE CLAWWHIP (4)

 

-A sharp claw attached to a long chain. It is like a halberd, and operating it is the equivalent of casting Telekinetic Grab. Whip speed with slash attacks.

 

-65 slash, 65 strength

 

-Clawshot ("No running away!") 50%. Has a range of 6 squares, draws the opponent right next to you, and stuns for 15 seconds. Cannot be used over barriers.

 

 

 

-DIVINE HANDCANNON (10)

 

-A strong gun which can fire cannonballs and explosives. It can hold 50 at a time, but operating it will reload the first set you have in your inventory. This is slower than the D Bow. NOTE: The cannon has a bayonet in the front of it. If the opponent is right in front of you, the bayonet will do an addition 5 damage each hit.

 

-130 ranged

 

-Blowback Cannon ("My friend, Death, awaits you at hell's gate") 100%. 10% extra damage and 15 second stun.

 

 

 

Projectiles:

 

HANDCANNON:

 

Cannonball: 4 per steel bar, max: 40

 

Small Explosive: 40 per Divinite, max: 50

 

Large Explosive: 20 per Divinite, multitarget, max: 50

 

Death Bomb: 5 per Divinite, multitarget, max 60

 

CROSSBOW (can also use regular bolts):

 

Divine Bolt: 100 per Divinite, max: 45

 

STORM BOW (can also use regular arrows):

 

Thunder Arrow: 50 per Divinite, max: 45

 

Wind Arrow: 30 per Divinite, max: 47

 

 

 

You lost me right there.

 

ClawWhip + D Claw = Instant kill

 

Handcannon, the name says it all.

 

 

 

O and your point about it being balanced due to the armour reducing damage please don't talk BS.

 

We all know that there is already 2 items which do this and neither of them are used much due to the massive cost. Expensive weapons are always used more then the armour, its just the way it is.


[hide=Drops]

  • Dragon Axe x11
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    Seercull
    Dragon Med
    Dragon Boots x4 - all less then 30 kc
    Godsword Shard (bandos)
    Granite Maul x 3

Solo only - doesn't include barrows[/hide][hide=Stats]

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Sounds goood

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"How did this come about? Before, Smithers were the ones making millions, not losing them. The anwser is that all the good armors entered Runescape not from smithing, but from monster drops. This sent these two skills into turmoil."

 

 

 

No.

 

It's due to the enormous ammount of people who have 99 smithing now. Opposing to the 6 or so in RSC.

 

Didn't bother reading further.

 

If the devine armour is something that can be mined and smithed it WON'T make smithing profitable again. Everyone will tag in to the method and due to demand and supply the profits will narrow down soon.

 

 

 

'Buyable' skills will not become profitable again.


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Ok thanks for all the comments.

 

 

 

I don't think the prices could get as high as 500 mil. I think you're estimating and relying on information about the trends in current weapons. Remember that those weapons and armor are rare drops and difficult to obtain. This, while difficult to obtain and a long process, is guaranteed. If you start mining the rock, you will 100% get the ore eventually (or someone else) as opposed to relying on chance. It gets even better after that. Once you have the ore and coal, there's no chance to fail smelting, and there's no chance to fail at smithing. So the supply will be much higher than the current weapons we have. People estimate 1/150 drop chance for GWD items such as Tassets and such (don't correct that number, I know it's not right, but if it's off by 50 or even 100 it doesn't make a difference here, let's just move on). However, once you start mining, you'll only wait a minute or so and the ore is yours. Once you start smelting and smithing, it's a matter of seconds. So high price, yes. In the hundreds of millions? Probably, but not as high as 500m. I'd estimate them to be around 120m when the price settles, which is a bit higher than the AGS's average price a year or so ago.

 

 

 

People selling the ore for not much less than it would cost to make it? Ok, if you base the logistics off the current bars and ores, yes that'll be the case. But remember this isn't a normal bar or metal. The supply and demand is be exponentially lower than even the current day rune. I can mine over 50 rune ores an hour. I doubt anyone's getting over 10 ores of Divinite an hour. Since the supply and demand are both low (but still equal), the individual has a much bigger say in what the prices will be. Think about it like this. You are with 4 friends and want to see a movie. Everyone picks a different movie to watch. Statistically, you have 25% of the choice in your hands. What if there were 30 people who all picked different movies? You'd hold a lot less power. It's the same case here. Since there is less supply and less demand, you control more of the market, and therefore can meet your demands easier. If the miner insists on selling at high prices, then the smither is just going to have to either refuse the miner or sell the finished product higher. It's simple. The reason why this doesn't work with, say, addy plates, is because the smither has hundreds of other sellers, so why should he buy the addy bars from one idiot who insists on selling addy bars at 5k each? With Divinite, it miner and smither and equipment buyer will all have to cooperate until the price settles.

 

 

 

I never thought mining needed a boost. I thought smithing needed the boost, but mining would get the boost as well. Since some people do feel that mining needs a boost, I addressed that.

 

 

 

Making the items untradeable defeats the purpose. The point is for smithers to profit, not to make more people powertrain smithing.

 

 

 

Going to chance Clawwhip spec drain, I didn't think about the D claws. On that same note, I've checked out the specs which can KO in 1 hit and am considering changes so they, well, can't.

 

 

 

Idk what you're talking about with the DC and AGS. They're used very often among high levels, and if you look, those same high levels have the money to buy expensive armor. The reason 3A isn't used much is because 1) it's overpriced, and 2) it's in very short, and therefore impractical, supply. Yes, weapons are going to be used more than the armor. That's why we have pures. But my point is that the weapon's powers will be kept in check by the armor. If people decide NOT TO USE the armor, then that's simply their loss. If people decide that they can withstand a special and go with barrows armor, that's their choice. There should be no sympathy for people who refuse benefits. I feel the same way about pures. When a pure complains that they can't do so-and-so quest because they can't raise their prayer level to do it, I just ignore them. They decided to give up a benefit of the game, and they have to live with it. It's the same here. The armor is meant to balance out the weapons' power. That much we can agree on? Well if someone decides no to wear the armor and gets KO'd, whose fault is that? Not mine or Jagex's. It's not the other pker's fault. It's their own fault for not preparing properly.

 

 

 

I was not a player during RSC. I join a little after slayer was released, if I remember, but I did not stay current on the Game Updates since I was a nonmember until 2 summers ago. As such, I base a lot of what I know off my friends and what I've read on RSOF, Tip.It, and their corresponding sites. Also, I used logic as well. And from all of this I concluded that a long while back, perhaps not in RSC, that smithers could profit. I remember profitting from smithing myself. Am I wrong in that assumption? Very well, but still Smithing needs a boost. The cause doesn't concern me much, it's the current situation and what can be done about it. Certainly, you are right in saying that there are more smithers, and now the supply has increased so much that there cannot be profit. But that does not mean smithing, as a skill, is forsaken. Ok, maybe I'm wrong. I'll acknowledge that. But I don't see why that little point, which isn't even important to my idea, would make you ignore this.

 

 

 

Why won't Divine equipment make smithing profitable again? I don't see the logic everyone is using there. The "everyone will go in and price gonna fall like a rock" logic doesn't work here. In fact, following that logic, smithing Divine should make it more profitable, although extremely slightly. What thinking am I using? Well, the way I see it, you are all assuming that when more people start mining and smithing the Divinite, the prices will fall, yes. But doesn't the price of everything fall? If I got everyone in Runescape to go to GWD Armadyl for 3 months, won't the Armadyl prices fall? Then wouldn't GWD become "unprofitable"? That would mean a whole lot of people would need to get 90 mining and 95 smithing for Divine to be unprofitable. By the time the big wave comes, the prices should be stable. Even apart from that, if the prices were so low, that would make warriors want them more, correct? I think you are assuming the the demand for the finish product will stay the same if the prices fall. This is true from bronze-rune, since no one really uses those weapons anymore. But it is not the case from a metal that can only be gained through mining and smithing, and no where else. No Divine items can enter the market without someone having mined and smithed the metal. So when the prices fall, all it would do is attact more warriors. This way, the supply and demand of the ores, bars, and products will always be satisfactory.

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I don't, unfortunately, have time for a proper response to this thread at the moment, and do not know when I shall have surplus time in order to do such. However, I'd like to say now that even though it could use a bit of tweaking (the Dark Blade, for instance, has very high stats. If they were lower by maybe 10-15, it would be perfect [in my opinion]), I support it overall.

 

 

 

P.S. You never actually mentioned if the Dark Blade would be two-handed or not. I think it actually could work out with the current stats if it were to be. Just make it a hand-and-a-half sword, so it would have high speed and would require two hands.


When I see people say it, I pronounce it "poon" in my head. Makes more sense to me. My friend said it in real life once and I almost kneed him in the family-maker.

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I don't, unfortunately, have time for a proper response to this thread at the moment, and do not know when I shall have surplus time in order to do such. However, I'd like to say now that even though it could use a bit of tweaking (the Dark Blade, for instance, has very high stats. If they were lower by maybe 10-15, it would be perfect [in my opinion]), I support it overall.

 

 

 

P.S. You never actually mentioned if the Dark Blade would be two-handed or not. I think it actually could work out with the current stats if it were to be. Just make it a hand-and-a-half sword, so it would have high speed and would require two hands.

 

 

 

Yes, it's meant to be 2h, so is the Handcannon. I forgot to note both, I'll do that now.

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Okay, here is my real response (my suggested changes and my input are italicized):

 

  • [hide=DIVINE BALL AND CHAIN (10)]-A huge ball and chain. It's very slower, slower than a 2h and the Barrelchest Anchor. It only uses Crush attacks
     
    -160 crush attack, 147 strength
     
    -Wrath of the Gods ("Feel the Wrath of the Gods!") 100%. Show the full might of the divine with a huge hit with multi target capacity and a 20% attack and strength boost.
     
    Maybe ten percent instead, but great otherwise. Due to it being multi-combat, ten-percent would be good, although I suppose that would warrant slightly less special bar use.[/hide]

 

 

 

  • [hide=DIVINE CLAWWHIP (4)]-A sharp claw attached to a long chain. It is like a halberd, and operating it is the equivalent of casting Telekinetic Grab. Whip speed with slash attacks.
     
    -65 slash, 65 strength
     
    -Clawshot ("No running away!") 100%. Has a range of 6 squares, draws the opponent right next to you, and stuns for 15 seconds. Cannot be used over barriers.
     
    Six bars for this one. If it works as I assume (drawing them from one square away to directly in front of you), then this should probably be worth a bit more.[/hide]

 

 

 

  • [hide=DIVINE DAGGER (3)]-This small dagger reduces your opponent's stab and slash defense by 1-3 and defense level by 1-3 every hit (average about 1.5) Dagger speed, slash and stab attacks.
     
    -65 stab, 60 slash, 68 strength
     
    -Ultimate Puncture ("This'll be over quickly") 50%. Unleashes 3 hits in 1 turn in a "Z" pattern.
     
    Well, I'm not sure it's possible to lower stab and slash defense, but if it is, then I like this one. Maybe just one more bar to create it. It has a pretty sweet ability.[/hide]

 

 

 

  • [hide=DIVINE HANDCANNON (10)]-A strong gun which can fire cannonballs and explosives. It can hold 10 at a time, but operating it will reload the first set you have in your inventory. However, the reloading takes up a full round of combat. This is slower than the D Bow, and you must wield it with both hands.. NOTE: The cannon has a bayonet in the front of it. If the opponent is right in front of you, the bayonet will do an addition 5 damage each hit.
     
    -130 ranged
     
    -Blowback Cannon ("Death awaits you at hell's gate") 100%. 10% extra damage and 15 second stun.
     
    Projectiles:
     
    HANDCANNON:
     
    Cannonball: 4 per steel bar, max: 40
     
    Small Explosive: 40 per Divinite, max: 50
     
    Large Explosive: 20 per Divinite, multitarget, max: 50
     
    Death Bomb: 5 per Divinite, multitarget, max 60
     
    I like it. The steel cannonballs just shouldn't be too much stronger with this. Perhaps lower the max of those by five, but with that kind of speed, I see how the present number could make sense. It should just be more tempting to use the Divinite cannonballs.[/hide]

 

 

 

  • [hide=DIVINE STAFF (7)]-Perhaps it can match the powers of the Staff of Armadyl?nah...well...perhaps... Staff speed
     
    -25 magic
     
    -Divine Zone ("Welcome to my Zone.") 100%. Works regardless of the cast spell's success. Reduces the opponent's magic defense in half (if 20, then 10, if -20, then -40) and then -30 from that number. The effects last for 1 minute, but each "splashed" spell on the opponent reduces the timer by 10 seconds
     
    Again, I'm not sure how possible this special attack is, but I like it.[/hide]

 

 

 

  • [hide=BOW OF STORMS (10 bars, unf. bow, Armadyl)]-A huge bow holding the power of storms. Longbow speed.
     
    -120 ranged
     
    -Hurricane/Tsunami/Tornado ("Victory is ours!") 50%. A storm (random one of the 3) trails behind the shot arrow. If hurricane, it will bind for 15 seconds and do 20% extra damage. If tsunami, it will do 25% extra damage. If tornado, it will bind for 20 seconds.
     
    I just wanted to say that this special is pure genius.[/hide]

 

 

 

  • [hide=Armor]I need to do a bit more work on the stats of the armor, but for now I'll give you the bar requirements and 3 special points:
     
     
     
    Melee armor/Ranged/Magic: Bar cost
     
     
     
    Helm/Coif/Hat: 3
     
    Platebody/Body/Top: 5
     
    Platelegs/Chaps/Bottom: 4
     
    Towershield/Roundshield/Shield: 4
     
     
     
    -If all 4 pieces are used, the player gets 10% of all damage taken eliminated at no cost. If using a 2h weapon, only 3 pieces are needed.
     
    -If a player uses a Divine Weapon IN ADDITION to the set, an extra 5% is eliminated
     
    -To do this, you must sacrifice 10 snakeskins and either a rune platebody for melee, black dragonhide body for ranged, and mystic (any) top for magic at the Altar of Guthix to receive Guthix's blessing on that item. The blessing wears off after 10 hours of combat, but you can recharge it. The cost noted above is for one blessing. One blessing blesses up to 4 different armor pieces of one combat type. (If you only have 3 fully degraded, it will only bless those three and you must go back to bless the last piece separately at full cost.)
     
    Let me get this straight... You make the armour from the bars once, but recharge it, right? If so, this needs no changing.[/hide]

 

I only really responded to where I have some type of input.

 

All in all, I think that this is a brilliant idea and should be implemented.


When I see people say it, I pronounce it "poon" in my head. Makes more sense to me. My friend said it in real life once and I almost kneed him in the family-maker.

$DO || ! $DO ; try
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Okay, here is my real response (my suggested changes and my input are italicized):

 

  • [hide=DIVINE BALL AND CHAIN (10)]-A huge ball and chain. It's very slower, slower than a 2h and the Barrelchest Anchor. It only uses Crush attacks
     
    -160 crush attack, 147 strength
     
    -Wrath of the Gods ("Feel the Wrath of the Gods!") 100%. Show the full might of the divine with a huge hit with multi target capacity and a 20% attack and strength boost.
     
    Maybe ten percent instead, but great otherwise. Due to it being multi-combat, ten-percent would be good, although I suppose that would warrant slightly less special bar use.[/hide]

 

 

 

  • [hide=DIVINE CLAWWHIP (4)]-A sharp claw attached to a long chain. It is like a halberd, and operating it is the equivalent of casting Telekinetic Grab. Whip speed with slash attacks.
     
    -65 slash, 65 strength
     
    -Clawshot ("No running away!") 100%. Has a range of 6 squares, draws the opponent right next to you, and stuns for 15 seconds. Cannot be used over barriers.
     
    Six bars for this one. If it works as I assume (drawing them from one square away to directly in front of you), then this should probably be worth a bit more.[/hide]

 

 

 

  • [hide=DIVINE DAGGER (3)]-This small dagger reduces your opponent's stab and slash defense by 1-3 and defense level by 1-3 every hit (average about 1.5) Dagger speed, slash and stab attacks.
     
    -65 stab, 60 slash, 68 strength
     
    -Ultimate Puncture ("This'll be over quickly") 50%. Unleashes 3 hits in 1 turn in a "Z" pattern.
     
    Well, I'm not sure it's possible to lower stab and slash defense, but if it is, then I like this one. Maybe just one more bar to create it. It has a pretty sweet ability.[/hide]

 

 

 

  • [hide=DIVINE HANDCANNON (10)]-A strong gun which can fire cannonballs and explosives. It can hold 10 at a time, but operating it will reload the first set you have in your inventory. However, the reloading takes up a full round of combat. This is slower than the D Bow, and you must wield it with both hands.. NOTE: The cannon has a bayonet in the front of it. If the opponent is right in front of you, the bayonet will do an addition 5 damage each hit.
     
    -130 ranged
     
    -Blowback Cannon ("Death awaits you at hell's gate") 100%. 10% extra damage and 15 second stun.
     
    Projectiles:
     
    HANDCANNON:
     
    Cannonball: 4 per steel bar, max: 40
     
    Small Explosive: 40 per Divinite, max: 50
     
    Large Explosive: 20 per Divinite, multitarget, max: 50
     
    Death Bomb: 5 per Divinite, multitarget, max 60
     
    I like it. The steel cannonballs just shouldn't be too much stronger with this. Perhaps lower the max of those by five, but with that kind of speed, I see how the present number could make sense. It should just be more tempting to use the Divinite cannonballs.[/hide]

 

 

 

  • [hide=DIVINE STAFF (7)]-Perhaps it can match the powers of the Staff of Armadyl?nah...well...perhaps... Staff speed
     
    -25 magic
     
    -Divine Zone ("Welcome to my Zone.") 100%. Works regardless of the cast spell's success. Reduces the opponent's magic defense in half (if 20, then 10, if -20, then -40) and then -30 from that number. The effects last for 1 minute, but each "splashed" spell on the opponent reduces the timer by 10 seconds
     
    Again, I'm not sure how possible this special attack is, but I like it.[/hide]

 

 

 

  • [hide=BOW OF STORMS (10 bars, unf. bow, Armadyl)]-A huge bow holding the power of storms. Longbow speed.
     
    -120 ranged
     
    -Hurricane/Tsunami/Tornado ("Victory is ours!") 50%. A storm (random one of the 3) trails behind the shot arrow. If hurricane, it will bind for 15 seconds and do 20% extra damage. If tsunami, it will do 25% extra damage. If tornado, it will bind for 20 seconds.
     
    I just wanted to say that this special is pure genius.[/hide]

 

 

 

  • [hide=Armor]I need to do a bit more work on the stats of the armor, but for now I'll give you the bar requirements and 3 special points:
     
     
     
    Melee armor/Ranged/Magic: Bar cost
     
     
     
    Helm/Coif/Hat: 3
     
    Platebody/Body/Top: 5
     
    Platelegs/Chaps/Bottom: 4
     
    Towershield/Roundshield/Shield: 4
     
     
     
    -If all 4 pieces are used, the player gets 10% of all damage taken eliminated at no cost. If using a 2h weapon, only 3 pieces are needed.
     
    -If a player uses a Divine Weapon IN ADDITION to the set, an extra 5% is eliminated
     
    -To do this, you must sacrifice 10 snakeskins and either a rune platebody for melee, black dragonhide body for ranged, and mystic (any) top for magic at the Altar of Guthix to receive Guthix's blessing on that item. The blessing wears off after 10 hours of combat, but you can recharge it. The cost noted above is for one blessing. One blessing blesses up to 4 different armor pieces of one combat type. (If you only have 3 fully degraded, it will only bless those three and you must go back to bless the last piece separately at full cost.)
     
    Let me get this straight... You make the armour from the bars once, but recharge it, right? If so, this needs no changing.[/hide]

 

I only really responded to where I have some type of input.

 

All in all, I think that this is a brilliant idea and should be implemented.

 

 

 

Great, thanks for your input. Here are my comments, feel free to respond.

 

 

 

I felt the original Divine Ball and Chain spec was way to strong, as some people told it. Originally, it was a hit without any cooldown lag. Obviously, that's too strong. So I changed it to what it is now. I think a 20% boost is suitable. Remember than AGS is a 25% boost and is only a 50% drain. It's weaker, but also faster as well.

 

 

 

You understand the Clawwhip as I said. I will increase the bar req.

 

 

 

On the things you noted might not be possible with Java. I didn't consider that, but ultimately, I'm not the one to decide. True, there's that chance, but in the end it's Jagex's choice.

 

 

 

Ok, you're right. Steel cballs shouldn't be that high. I think 35 is good so it won't just be a regular cannon. The rest I will keep as an incentive to use them, although I'll see if I can think of something better.

 

 

 

Yes, you make the armor once, but you have to recharge it multiple times. It's like barrows. You only have to get the armor once from the chest, but you need to repair it multiple times.

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Making it tradeable wouldn't bring life back into smithing, a rich noobs will just buy a bunch of those weapons and armor and own people totally.

 

 

 

You have a point, but here's mine. You can't buy nothing correct? If there we none of these items in the game, no one could buy any, right? So when all the high level and rich people start buying these, then the smithers and miners would WANT to work to make them so they could meet the demand. Meeting the demand would result in profit since the MINERS AND SMITHERS would set the prices, not anyone else. So they would ensure profits for themselves, and then start selling their goods.

 

 

 

But surely the supply would still be too low? That's the idea. More and more people would WANT to train smithing and mining so they could make these items to sell. Think of it like 91 rc right now. It's a great moneymaker, and it is often the incentive people have to raise rc. If you couldn't make double natures, how many people would have 91 rc then? How many would even bother training it past 77? An extremely small number. That's the case now. Since there's no benefit of high smithing, an extremely small number of people have a high smithing. But if Jagex gave smithing a "91 rc", then the number of people would want high smithing would greatly increase. Those people would start powerleveling, thus giving life to smithing and mining again. That's not even mentioning the benefits high level smiths would have, along with high level miners. See what I mean?

 

 

 

On these "rich high level noobs" owning everyone, here's my response. They already do. How many times do you play a cwars game an simply get owned by an AGS'er? These wouldn't be that different. Let's pretend it was 2 years ago and I suggested Godswords. Would you make the same argument? I'm sure you would. But very few people would have these items, so in multiplayer games such as cwars, it would make as much as an impact as the Godswords did.

 

 

 

What about 1v1 combat? I answered that already. In 1v1, you're always paired with someone around your combat level (ok some exceptions, such as FoG and Tornaments, but there's still some degree of pairing even in those). Tell me someone with 85 attack who doesn't have close to 85 defense? Pures? I've said pures should get no sympathy since they chose their fate, so I ignore them in this case. So apart from pures who willingly give up defense, very few people are that unbalanced. So if you're fighting someone who uses Divine weapons, chances are YOU can use Divine armor. This would balance it out, since the armor would keep the weapon's power in check.

 

 

 

If it were untradeable, then it would be unfair to everyone. That's because if you're a high level and fight someone with Divine weapons, you might not have the mining and smithing to make Divine armor, so you get owned. Combat isn't a battle of "who has the higher smithing", it's a battle of "who has the higher combat stats".

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+1

 

 

 

That's all I can say.

 

 

 

Well thought out :thumbup:

 

 

 

Well planned :thumbup:

 

 

 

Well thought out for the economy :thumbup:

 

 

 

Even if the level requirements are.. "up there" they're decent. :thumbup:

 

 

 

 

 

Good job mate. ::'


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+1

 

 

 

That's all I can say.

 

 

 

Well thought out :thumbup:

 

 

 

Well planned :thumbup:

 

 

 

Well thought out for the economy :thumbup:

 

 

 

Even if the level requirements are.. "up there" they're decent. :thumbup:

 

 

 

 

 

Good job mate. ::'

 

 

 

Thanks!

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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?


Proud owner of the Quest Cape since 31/08

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Quest suggestion: The Shadow of a Delver

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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?

 

 

 

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.

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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?

 

 

 

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.


Proud owner of the Quest Cape since 31/08

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Quest suggestion: The Shadow of a Delver

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So the blessed ones should have a lower requirement?

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So the blessed ones should have a lower requirement?

 

 

 

Oh, sorry, typed wrong. :oops:

 

No, the blessed ones are fine. The non-blessed don't have too high bonuses.

 

 

 

You confused me there. ;)

 

 

 

Ok, so what range do you think is appropriate? I'm thinking that the level should stay the same, so the stats would need a little tweak.

 

 

 

Going to edit in some ideas about new swords too.

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Maybe an idea for more ammo for the handcannon; those vials you made during legend's which hit hard on demons, those could be like the silverlight, low (max 5?) damage on normal monsters, but high to very high damage on demons, just like the silverlight, it increases by the strenght of the demon, silverlight is like rune on lesser demons, but better on greaters, etc. (or that was because I grew stronger since I tested it on lessers :wall: ) well, anyways you getthe point, don't you?

 

 

 

EDIT: I forgot to say your suggestion is *insertswearingwoordhere*ing good.


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