redyellow4tw Posted August 3, 2009 Share Posted August 3, 2009 I just finished reading through your guide. It was very good in general, but I do have a few questions. -DIVINE DAGGER (4) 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. What would happen if your opponent switched armor halfway through the fight? And how long would the stab/slash defense reduction last? -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. -67 slash and 73 stab, 70 strength -Corruption of the Faithful ("The kind warrior finishes last") 75%. Although a bit weaker than normal, this hit poisons and diseases the opponent. Isn't this blade a little weak compared to the divine dagger? It's barely any more powerful. Also, disease doesn't necessarily affect combat skills, making it more of a nuisance than a threat. -DIVINE LONGSWORD (5) -A sword with decent strength and speed. Slash and stab attacks at longsword speed. -75 slash, 71 stab, 81 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. What would happen if you're attacked by multiple people? For the special, the retaliation might be a bit useless. As soon as people see the special activated, they will step away and fully heal. -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. I feel that this special is way too similar to the longsword's special. Also, 1-2 seconds is not very practical-why not make the deflection 4-5 seconds and use 25% of the special bar? Link to comment Share on other sites More sharing options...
Zaaps1 Posted August 3, 2009 Author Share Posted August 3, 2009 Underlined as always I just finished reading through your guide. It was very good in general, but I do have a few questions. Questions are good, but it wasn't a guide :lol: -DIVINE DAGGER (4) 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. What would happen if your opponent switched armor halfway through the fight? And how long would the stab/slash defense reduction last? Two very good points. Switching armor would negate the effect, and the only way to restore the reduction. So if you wanted to rid yourself of the reduction, you'd have to unequip your armor, which would be a huge disadvantage. -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. -67 slash and 73 stab, 70 strength -Corruption of the Faithful ("The kind warrior finishes last") 75%. Although a bit weaker than normal, this hit poisons and diseases the opponent. Isn't this blade a little weak compared to the divine dagger? It's barely any more powerful. Also, disease doesn't necessarily affect combat skills, making it more of a nuisance than a threat. I'll be bumping up the stats of all of them. The poison + disease is meant to annoy. -DIVINE LONGSWORD (5) -A sword with decent strength and speed. Slash and stab attacks at longsword speed. -75 slash, 71 stab, 81 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. What would happen if you're attacked by multiple people? For the special, the retaliation might be a bit useless. As soon as people see the special activated, they will step away and fully heal. Multiple people = multiple retaliations. All damage in those 10 seconds is negated. The point of this special is defensive, more than anything. So if they do step away from the fight, it accomplishes its goal. -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. I feel that this special is way too similar to the longsword's special. Also, 1-2 seconds is not very practical-why not make the deflection 4-5 seconds and use 25% of the special bar? They were made together. That's why. The purpose is to introduce a little skill. If you were extremely skillful with this, you could pull off all 10 specials right before your opponent attacks, yielding 10 free hits. However, if you were badly skilled, you couldn't do so, and would waste your time more than anything. The skill-less alternative would be the longsword. Using the Saber is riskier, but more rewarding. Plus, 4-5 seconds is too big of a window for 25% of the special bar. ~It's Super Effective! (The Zaaps Blog)~My YouTube Channel, where you get to watch me go around and make a fool out of myself and all comp capersGuides:~Yeah I wrote them once~Suggestions:~Yeah I made those once~ Link to comment Share on other sites More sharing options...
Zaaps1 Posted August 4, 2009 Author Share Posted August 4, 2009 Quelmotz: Can I ask you to help me design more weapons or ranged/magic instead? Melee has a lot more, and I think that they have enough for now. Added a few additions today: Added updates: 1. Melee weapons given a stat boost as follows -DIVINE BALL AND CHAIN (10) -160 crush attack, 150 strength PREVIOUS: 160 crush attack, 147 strength -DIVINE CORRUPTER (6) -75 slash and 73 stab, 78 strength PREVIOUS: 67 slash and 73 stab, 70 strength -DIVINE CLAWWHIP (6) -75 slash, 70 strength PREVIOUS: 65 slash, 65 strength -DIVINE BROADSWORD (6) -135 crush, 135 slash, 140 strength PREVIOUS: 82 crush, 80 slash, 95 strength -DIVINE LONGSWORD (5) -85 slash, 85 stab, 90 strength PREVIOUS: 75 slash, 71 stab, 81 strength 2. Divine Dagger's armor bonus reduction is removed if all armor is removed, and is the only way to remove the armor reduction (stat reduction can be restored using normal means) 3. Divine Sigil changed to Divine Icon to prevent confusion 4. "Curse" system introduced. 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". ~It's Super Effective! (The Zaaps Blog)~My YouTube Channel, where you get to watch me go around and make a fool out of myself and all comp capersGuides:~Yeah I wrote them once~Suggestions:~Yeah I made those once~ Link to comment Share on other sites More sharing options...
quelmotz Posted August 4, 2009 Share Posted August 4, 2009 Quelmotz: Can I ask you to help me design more weapons or ranged/magic instead? Melee has a lot more, and I think that they have enough for now. Added a few additions today: Added updates: 1. Melee weapons given a stat boost as follows -DIVINE BALL AND CHAIN (10) -160 crush attack, 150 strength PREVIOUS: 160 crush attack, 147 strength -DIVINE CORRUPTER (6) -75 slash and 73 stab, 78 strength PREVIOUS: 67 slash and 73 stab, 70 strength -DIVINE CLAWWHIP (6) -75 slash, 70 strength PREVIOUS: 65 slash, 65 strength -DIVINE BROADSWORD (6) -135 crush, 135 slash, 140 strength PREVIOUS: 82 crush, 80 slash, 95 strength -DIVINE LONGSWORD (5) -85 slash, 85 stab, 90 strength PREVIOUS: 75 slash, 71 stab, 81 strength 2. Divine Dagger's armor bonus reduction is removed if all armor is removed, and is the only way to remove the armor reduction (stat reduction can be restored using normal means) 3. Divine Sigil changed to Divine Icon to prevent confusion 4. "Curse" system introduced. 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". I didn't check the main post, but did you add in those weapons I suggested? It's ok if you didn't. I know there are already a lot of melee weapons. And sure, I'll try to put in some ideas for magic/ranged. :) And there's one ranged weapon (the discus) in that suggestion. Its just that melee is amazingly easy to design weapons for because of the HUGE variety of weapons used by people throughout the ages. Click here for an awesome suggestion to revive smithing! Link to comment Share on other sites More sharing options...
Zaaps1 Posted August 4, 2009 Author Share Posted August 4, 2009 I didn't add them in, but I do plan to. I'm going to replace the handcannon with something else. When that comes, I'll add in the other weapons you suggested. ~It's Super Effective! (The Zaaps Blog)~My YouTube Channel, where you get to watch me go around and make a fool out of myself and all comp capersGuides:~Yeah I wrote them once~Suggestions:~Yeah I made those once~ Link to comment Share on other sites More sharing options...
quelmotz Posted August 5, 2009 Share Posted August 5, 2009 Miniature Ballista: A minature version of the huge crossbow used in siege warfare, aka the ballista. Although two-handed and slow, it makes up for it with extra firepower and accuracy. 3 speed. (Attacks every 4.2 seconds) +112 Ranged +117 Ranged strength Very heavy: Maybe 10kg or so? Special Attack: Piercing shot: 75% bar. Shoots a penetrating shot that ignores enemy's armor. However, slower than usual (4.8 seconds needed). Orb of Protection: A large offhand orb, used by mages as a substitute for a shield that still gives magical bonuses. +26 magic attack +11 to all defences, except: +29 magic defence +19 summoning defence +5 crush defence Heavy: 4-5 kg? Special attack: Can only be used if the weapon the mage is using does not have a special attack. Arcane Protection: 60% bar. Cannot be stacked. +20% resistance to all forms of combat. Only +5% to the particular type if "protect from that particular type" is on. I'll try to come up with more orbs later. I know its a very expandable idea. Click here for an awesome suggestion to revive smithing! Link to comment Share on other sites More sharing options...
Zaaps1 Posted August 5, 2009 Author Share Posted August 5, 2009 How about integrating the orb into the already existing shield in the Divine armor? So for example, for mages an orbed shield would be called "Archfiend Shield (Orb)", or something like that. Orbed shields would have better stats and the special attack you mentioned. However, instead of a special attack, I think it should have "charges". After the charges are up, the orb breaks and you must add a new one into the shield. Consider that anyone who could wield the orb would most likely use Divine weapons as well (which cannot be removed quickly because of the curse). So the special attack would be useless. Instead, how about operating the shield, much like the DFS, causing the bonus to activate? This would drain 1 charge. I also think that the orbs would provide a lesser bonus to the advantaged combat style, the magic orb not giving as much bonus, or maybe even less, to ranged defense. The Ballista I like, but I think there needs to be a better name than "miniature ballista". It's not the "ballista" part, it's more of the "miniature" part. Idk, it just doesn't sound "right", so to speak. I'm not sure if you get what I mean. Overall, great ideas, esp. the orbs. ~It's Super Effective! (The Zaaps Blog)~My YouTube Channel, where you get to watch me go around and make a fool out of myself and all comp capersGuides:~Yeah I wrote them once~Suggestions:~Yeah I made those once~ Link to comment Share on other sites More sharing options...
quelmotz Posted August 6, 2009 Share Posted August 6, 2009 How about integrating the orb into the already existing shield in the Divine armor? So for example, for mages an orbed shield would be called "Archfiend Shield (Orb)", or something like that. Orbed shields would have better stats and the special attack you mentioned. However, instead of a special attack, I think it should have "charges". After the charges are up, the orb breaks and you must add a new one into the shield. Consider that anyone who could wield the orb would most likely use Divine weapons as well (which cannot be removed quickly because of the curse). So the special attack would be useless. Instead, how about operating the shield, much like the DFS, causing the bonus to activate? This would drain 1 charge. I also think that the orbs would provide a lesser bonus to the advantaged combat style, the magic orb not giving as much bonus, or maybe even less, to ranged defense. The Ballista I like, but I think there needs to be a better name than "miniature ballista". It's not the "ballista" part, it's more of the "miniature" part. Idk, it just doesn't sound "right", so to speak. I'm not sure if you get what I mean. Overall, great ideas, esp. the orbs. What about "Divine Giant Crossbow?" I don't know - it sounds a bit stupid. Or maybe just cut the "miniature" thing and just call it a divine ballista. Maybe a weaker shield than the archfiend shield, but the advantage is that orbs can be attached to it like sigils? The "Arcanist" Shield? I 'm not too sure about the stats for this, you could make it yourself I think. So the orb of protection would be attachable to the arcanist shield, and its "special attack" can be used by clicking "operate". Oh, and I forgot, there should be a +3 or so prayer bonus for the orb too. Also, it has 50 charges. 2 charges per use, cannot stack. 5 minute cooldown after usage of special. Continuing the orbs: Orb of Mastery: (50 charges) +36 Magic attack +1 crush defence +6 slash defence +6 stab defence +14 magic defence +6 ranged defence +11 summoning defence +3 prayer Special attack: Pulse of light. 1 charge. An immediate attack. Doesn't matter if you're in the middle of an attack or not. 125% accuracy but 70% strength only. 1.5 minute cooldown. Orb of Holy Light: (50 charges) +20 magic attack +5 crush defence +13 slash/stab/ranged defence +31 magic defence +26 summoning defence +5 prayer Special attack: Holy Vigour. 3 charges. Restores your prayer by 65% of max prayer. 8 minute cooldown. Click here for an awesome suggestion to revive smithing! Link to comment Share on other sites More sharing options...
Zaaps1 Posted August 6, 2009 Author Share Posted August 6, 2009 Very nice ideas. How about this. You can only add the orb to the unblessed version of the shields. If you bless an orbed shield, you get more attack-based bonuses that the orbs give. If you bless it without the shield, you get more defense-based bonuses. For the ranged weapon...how about a Divine Chakram? ~It's Super Effective! (The Zaaps Blog)~My YouTube Channel, where you get to watch me go around and make a fool out of myself and all comp capersGuides:~Yeah I wrote them once~Suggestions:~Yeah I made those once~ Link to comment Share on other sites More sharing options...
quelmotz Posted August 7, 2009 Share Posted August 7, 2009 Very nice ideas. How about this. You can only add the orb to the unblessed version of the shields. If you bless an orbed shield, you get more attack-based bonuses that the orbs give. If you bless it without the shield, you get more defense-based bonuses. For the ranged weapon...how about a Divine Chakram? All that blessing things make me confused. But never mind, its your idea and your choice. About the chakram - Good idea...just that I don't know how to get about designing the stats for that. Orb of Power: +43 magic attack -3 crush defence +3 slash defence +2 stab defence +11 magic defence +8 summoning defence +4 prayer Special attack: Bash. 2 charges. Ever in a situation where a pesky warrior is tearing you up? No worries, use this attack and all your problems will immediately be resolved. A melee attack at 115% strength but 90% accuracy. Stuns the opponent 75% of the time. 1.5 minute recharge. I'm kind of running out of ideas, any suggestions? Click here for an awesome suggestion to revive smithing! Link to comment Share on other sites More sharing options...
Zaaps1 Posted August 7, 2009 Author Share Posted August 7, 2009 If you're confused that's bad. I don't want it to be confusing. If I explain it like this, does it make more sense? Unblessed Shield -> Altar -> Archfiend Shield (stats are defensive) Unblessed shield + Orb - > Altar -> Archfiend Shield (Orb) (stats are offensive) Also, I think the recharge times should all be uniform. So for the Orb of Holy Light, maybe decrease the prayer restore, but make it 1.5 minute cooldown as well? ~It's Super Effective! (The Zaaps Blog)~My YouTube Channel, where you get to watch me go around and make a fool out of myself and all comp capersGuides:~Yeah I wrote them once~Suggestions:~Yeah I made those once~ Link to comment Share on other sites More sharing options...
quelmotz Posted August 8, 2009 Share Posted August 8, 2009 If you're confused that's bad. I don't want it to be confusing. If I explain it like this, does it make more sense? Unblessed Shield -> Altar -> Archfiend Shield (stats are defensive) Unblessed shield + Orb - > Altar -> Archfiend Shield (Orb) (stats are offensive) Also, I think the recharge times should all be uniform. So for the Orb of Holy Light, maybe decrease the prayer restore, but make it 1.5 minute cooldown as well? Ok, so maybe a 20% prayer restore, 1.5 minute cooldown. And IMHO, the archfiend shield (orb) should have better/equilavent stats compared to the archfiend shield in ALL WAYS. I mean, as you said, the orb requires recharging/will degrade to nothing after a while, and the extra piece costs $$$ too, so the archfiend shield (orb) should be better. Click here for an awesome suggestion to revive smithing! Link to comment Share on other sites More sharing options...
Zaaps1 Posted August 8, 2009 Author Share Posted August 8, 2009 I guess so, but I just don't want the shields to do "too" good in that they have great defense and offense. No item has set any precedent as such. How are we getting the orbs, btw? ~It's Super Effective! (The Zaaps Blog)~My YouTube Channel, where you get to watch me go around and make a fool out of myself and all comp capersGuides:~Yeah I wrote them once~Suggestions:~Yeah I made those once~ Link to comment Share on other sites More sharing options...
quelmotz Posted August 9, 2009 Share Posted August 9, 2009 I guess so, but I just don't want the shields to do "too" good in that they have great defense and offense. No item has set any precedent as such. How are we getting the orbs, btw? I don't know. I'm not exactly a master at creating quests... :? Click here for an awesome suggestion to revive smithing! Link to comment Share on other sites More sharing options...
Zaaps1 Posted August 9, 2009 Author Share Posted August 9, 2009 Well I wasn't thinking specifically about a quest to get them. More along the lines of like, a drop or something. ~It's Super Effective! (The Zaaps Blog)~My YouTube Channel, where you get to watch me go around and make a fool out of myself and all comp capersGuides:~Yeah I wrote them once~Suggestions:~Yeah I made those once~ Link to comment Share on other sites More sharing options...
quelmotz Posted August 10, 2009 Share Posted August 10, 2009 Well, maybe the monsters guarding the mine or furnace or anvil will drop shards of the orb. Piecing together 5 shards will give you an orb. The shards will be marked with the respective orb they are supposed to make, i.e. protection, power, holy light, etc. Click here for an awesome suggestion to revive smithing! Link to comment Share on other sites More sharing options...
Zaaps1 Posted August 20, 2009 Author Share Posted August 20, 2009 Bump ~It's Super Effective! (The Zaaps Blog)~My YouTube Channel, where you get to watch me go around and make a fool out of myself and all comp capersGuides:~Yeah I wrote them once~Suggestions:~Yeah I made those once~ Link to comment Share on other sites More sharing options...
redyellow4tw Posted August 20, 2009 Share Posted August 20, 2009 Some more issues with your weapons that I would like answered. -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. The weapon is weak compared to the broadsword, with 45 less str and ~50 less slash. Another problem I have is the weapon special. It's useless in PvP, as your opponent steps away, then heals/pots/changes armor. In which case it becomes a liability, not an asset. On the other hand, the special is way too powerful in PvM. Its special allows it to inflict tremendous damage on monsters too dumb to walk away from you - almost every monster in the game. The special would 1-hit monsters like Jad, GWD bosses, etc. -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. You are aware that a handcannon is more commonly known as a "gun", right? : Finally, I love the idea of a curse system, but your explanation of why it is cursed is a bit odd. It is called "Divinite", why would it be cursed? Another thing is your "Blessed Divine Weapons". Having it cursed seems a bit contradictory. This isn't a big deal, but it bothers me. =P~ Link to comment Share on other sites More sharing options...
Zaaps1 Posted August 20, 2009 Author Share Posted August 20, 2009 Some more issues with your weapons that I would like answered. -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. The weapon is weak compared to the broadsword, with 45 less str and ~50 less slash. Another problem I have is the weapon special. It's useless in PvP, as your opponent steps away, then heals/pots/changes armor. In which case it becomes a liability, not an asset. On the other hand, the special is way too powerful in PvM. Its special allows it to inflict tremendous damage on monsters too dumb to walk away from you - almost every monster in the game. The special would 1-hit monsters like Jad, GWD bosses, etc. 1. Broadsword is slower. 2. Its special is by no means a liability. If they are stepping away from you, that means they cannot be attacking you. That means you have the opportunity to eat/pot up/run without fear of them KOing you for the duration of the special. And since you control when the special attack activates, you control when the fight "ends". This is also not overpowered because your opponent can take this chance to heal up himself, or teleblock/bind you since you cannot attack back. Still, it allows you to control the flow of the fight, which is extremely powerful. 3. You misunderstand the special. You take no damage and the damage you take is recoiled based on your defense level. So Jad's max is 99 right? If you blocked that with the special, you'd recoil a percentage of that (1% if 1 defense, 99% if 99 defense, etc.). So the max you could recoil would be 98hp, which is far from Jad's max hp. And since no monster has a max hit higher than its hp, this special, by itself, cannot 1HKO any monster. -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. You are aware that a handcannon is more commonly known as a "gun", right? : Ye. Point being? Finally, I love the idea of a curse system, but your explanation of why it is cursed is a bit odd. It is called "Divinite", why would it be cursed? Another thing is your "Blessed Divine Weapons". Having it cursed seems a bit contradictory. This isn't a big deal, but it bothers me. =P~ "Divine" doesn't mean "supported by the gods". It only means "having godly power". "Blessed" doesn't mean "shall always be protected by the gods". It only means "favored or powerful due to gods' interaction". By wielding a divine weapon, you are essentially challenging the gods' power, causing them to bestow the curse. ~It's Super Effective! (The Zaaps Blog)~My YouTube Channel, where you get to watch me go around and make a fool out of myself and all comp capersGuides:~Yeah I wrote them once~Suggestions:~Yeah I made those once~ Link to comment Share on other sites More sharing options...
quelmotz Posted August 21, 2009 Share Posted August 21, 2009 Speaking of gods... Orb of Zealousness: +30 magic attack +10 crush defence +8 slash/stab/ranged defence +10 summoning defence +14 magic defence +6 prayer Special Attack: "For God's Sake!" Does not need to be activated, but when the effect takes place, drains 8 charges. When you die with the weapon on, instead you survive for enough time to attack twice. For those turns, you are invulnerable. Orb of Vampirism: +33 magic attack +1 crush defence +6 slash/stab/ranged defence +9 summoning defence +13 magic defence +2 prayer Special Attack: No need to be activated (i.e. passive). You heal 15% of all MAGIC damage you inflict. Changes to orb of holy light: Holy Vigour: 1 charge. Restores 10% of prayer. 1.5 minute cooldown. Changes to orb of protection: Arcane Protection: 1 charge. Provides an extra 5% of protection to all forms of combat. No cooldown, but can only stack four times. Also, if your respective "protect from" prayer is on, the effect is only 5% no matter how many times you use the "special". Hope you like it. ;) Click here for an awesome suggestion to revive smithing! Link to comment Share on other sites More sharing options...
Zaaps1 Posted August 21, 2009 Author Share Posted August 21, 2009 Magic doesn't hit very high, so 15% isn't much at all. It should be higher, considering that Blood spells heal 25%. Looking good, though! ~It's Super Effective! (The Zaaps Blog)~My YouTube Channel, where you get to watch me go around and make a fool out of myself and all comp capersGuides:~Yeah I wrote them once~Suggestions:~Yeah I made those once~ Link to comment Share on other sites More sharing options...
JoeDaStudd Posted August 21, 2009 Share Posted August 21, 2009 Its getting massively complex since my post. tbh completely honest this is too big of an update, no single update which I can remember has given so many items in one go excluding skills of course. Looks interesting, but like I said I think its too big to be considerable. [hide=Drops]Dragon Axe x11Berserker Ring x9Warrior Ring x8SeercullDragon MedDragon Boots x4 - all less then 30 kcGodsword Shard (bandos)Granite Maul x 3Solo only - doesn't include barrows[/hide][hide=Stats][/hide] Link to comment Share on other sites More sharing options...
Zaaps1 Posted August 21, 2009 Author Share Posted August 21, 2009 What would you say could be improved/removed? ~It's Super Effective! (The Zaaps Blog)~My YouTube Channel, where you get to watch me go around and make a fool out of myself and all comp capersGuides:~Yeah I wrote them once~Suggestions:~Yeah I made those once~ Link to comment Share on other sites More sharing options...
heartunitftw Posted August 21, 2009 Share Posted August 21, 2009 I agree that smithing and mining need to be updated but I doubt jagex will ever go for this. It'd be awesome if they do but I don't see it happening. Heart Unit 109+ f2p cmb pest control clan ftwClick here for recruitment topic Link to comment Share on other sites More sharing options...
Zaaps1 Posted August 21, 2009 Author Share Posted August 21, 2009 Possible, but I hope it gives them inspirations at least. After all, I don't expect this to get added in word for word. I expect maybe a few concepts used and few weapons. Not the entire thing. ~It's Super Effective! (The Zaaps Blog)~My YouTube Channel, where you get to watch me go around and make a fool out of myself and all comp capersGuides:~Yeah I wrote them once~Suggestions:~Yeah I made those once~ Link to comment Share on other sites More sharing options...
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