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Forcefields


Jeda45

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So, my newest attempt at an idea:

 

Forcefield Spells:

 

My idea is to make spells which reduce damage. There would be seven types of two levels. Only one forcefield can be used at a time.

"Lesser" forcefields would take 50 melee damage or 35 range/mage damage before breaking and letting you recieve damage again. They would take 30 seconds to cast, and can be interrupted by combat.

"Greater" forcefields would take 100 melee damage or 70 range/mage damage before breaking and letting you recieve damage again. They would take 25 seconds to cast, and can be interrupted by combat.

The types would be:

Hard Forcefield: protects you from normal melee.

Tough Forcefield: Protects you from normal range.

Mystic Forcefield: Protects you from special attacks and non-elemental magic.

Air Shell: Protects you from air magic and shadow magic.

Water Shell: Protects you from water magic and ice magic.

Earth Shell: Protects you from earth magic and blood magic.

Fire Shell: Protects you from fire magic and smoke magic.

 

Forcefields would only protect against damage dealing 33% of max health or more (for lesser fields) or 25% (for greater fields).

 

Type (lesser level/greater level):

Air (41/66)

Water (44/68)

Earth (45/70)

Mystic (47/71)

Fire (50/74)

Tough (55/80)

Hard (59/85)

If you jump into a river in Paris, you're insane. If you jump into a river in Egypt, you're in denial.

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To: 1. do something about damage inflation, and 2. help the combat triangle a bit.

 

Also, now that I think about it, you probably shouldn't be able to cast them in combat. Otherwise immunity to bosses could ensue.

If you jump into a river in Paris, you're insane. If you jump into a river in Egypt, you're in denial.

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Instead of creating a family of spells to reduce damage inflation, why not just make 1 hp level = 2 hit points?

 

Increasing the HP to level ratio in any way simply doesn't work. sorry to say. i thought it would be cool too but even in pvp its stil bad. It would work fine if jagex halved all hp related percentages but without such a tweak the idea is unimplementable.

 

If people had twice as much hp as before then do you know that sweetcorn would heal almost 20 health for a maxed player.

 

Phoenix necklaces would heal almost 60 hp for a maxed player.

 

Saradomin brews would heal almost 30 hp a dose. Which puts the new player hp max.

 

It would kill player vs monster of every kind and player vs player.

 

With a divine+ sol + deflect melee. You already have 80% melee protection.

 

Heck with just deflect prayers, players would have to do on average 75 damage a hit to kill a player.

 

and because saradomin brews have 4 doses that means that it would take at least 2400ish damage to kill a player. (and thats with a player carrying 20 of em, Players can carry up to 58)

 

bosses like Jad and the corp beast would be jokes. along with nomad and any boss that ever was hard.

 

Sure players would be alot more reliant on hybriding but they would still have to deal a large amount of hp per hit to win.

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Instead of creating a family of spells to reduce damage inflation, why not just make 1 hp level = 2 hit points?

 

Increasing the HP to level ratio in any way simply doesn't work. sorry to say. i thought it would be cool too but even in pvp its stil bad. It would work fine if jagex halved all hp related percentages but without such a tweak the idea is unimplementable.

 

If people had twice as much hp as before then do you know that sweetcorn would heal almost 20 health for a maxed player.

 

Phoenix necklaces would heal almost 60 hp for a maxed player.

 

Saradomin brews would heal almost 30 hp a dose. Which puts the new player hp max.

 

It would kill player vs monster of every kind and player vs player.

 

With a divine+ sol + deflect melee. You already have 80% melee protection.

 

Heck with just deflect prayers, players would have to do on average 75 damage a hit to kill a player.

 

and because saradomin brews have 4 doses that means that it would take at least 2400ish damage to kill a player. (and thats with a player carrying 20 of em, Players can carry up to 58)

 

bosses like Jad and the corp beast would be jokes. along with nomad and any boss that ever was hard.

 

Sure players would be alot more reliant on hybriding but they would still have to deal a large amount of hp per hit to win.

 

It's better than the unrestricted use of Force Fields...

 

And I meant it as sarcasm.

 

Anyway, force fields would be FAR worse, since any rich guy can just load up on runes, then walk into any boss without any fear whatsoever. Since he can carry a virtually unlimited amount of runes in his inventory, he'd never run out of health unless the boss hit through his force field and he somehow forgot to put it back on/eat before the boss killed him. Which is highly unlikely.

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Okay, I redid it so that it's only practical in a few situations- It takes a long time to cast and is interrupted by combat, and only works against especially hard hits.

Look, at 80 HP, the best shield will only protect against 20+ damage. There aren't a lot of situations where 20+ damage is an issue and you have 25 seconds of free time with no attack enough to use it to become immortal...

If you jump into a river in Paris, you're insane. If you jump into a river in Egypt, you're in denial.

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A bit too complex to actually work, something simpler would work better.

 

For example, sacrificing half your HP to erect a forcefield that halves either magic, ranged, or melee damage for a limited time.

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