Blutters Posted July 9, 2010 Share Posted July 9, 2010 THE GOAL: To partially cancel out the ever increasing max hits and to add use to Defense and higher-grade armors. Existing armors should be given damage reducers and your Defense level should be the chance that those reducers will kick in -- Example: Full Rune (Large-Kite-Plate-Legs) has +209 slash Defense giving 20.9% damage reduction from slash attacks and 99 Defense gives you a 99% chance that it will kick in.-- These values can be adjusted! But that's the basic idea. It would be good to incorporate a subtraction from that chance based on the attacker's Attack or bonuses, but these values must be proportionally lower than the Defensive blocking values.- Example: Abyssal Whip with Rune Defender, Barrows Gloves, Amulet of Fury gives +123 slash Attack ignoring (12.3%/2) 6.15% of the target's damage reduction and 99 Attack gives a (99/2) 49.5% chance that this will kick in. I'm looking for all kinds of feedback, but if you have nothing helpful (CONSTRUCTIVE) to add, then BRIEFLY STATE YOUR OBJECTION AND MOVE ON! Link to comment Share on other sites More sharing options...
All_Is_Great Posted July 9, 2010 Share Posted July 9, 2010 This is going to cause such a huge riot..... probably even larger than the other ones. But the concept is nice, although 99% chance of 20% damage reduction? That's like a free divine shield, which is overpowered considering close to 100k people will have it. Even at 70 defence, you'd get 70% which is still alot. I think it shouldn't have such a big impact in the game, but could be utilised in a special minigame where they make attack styles/bonuses matter. Link to comment Share on other sites More sharing options...
Blutters Posted July 9, 2010 Author Share Posted July 9, 2010 The damage reduction would be even higher using better armor, HOWEVER, the Divine Spirit Shield would stack with this, as well as the DSS's own added bonuses subjective to its stats. If we wanted to really compare Divine to this, Divine would be the equivalent of a set of Full Rune by itself, but applied to any form of Defense.Also, to be honest, the DSS was JaGEx's halfass way of already doing this. It's not accessible and it's not enough and there have been a lot of complaints about weapons becoming too powerful for the current system. Please see the just added "Goals". The values are just examples. Feel free to submit your own formula. Link to comment Share on other sites More sharing options...
All_Is_Great Posted July 9, 2010 Share Posted July 9, 2010 The damage reduction would be even higher using better armor, HOWEVER, the Divine Spirit Shield would stack with this, as well as the DSS's own added bonuses subjective to its stats. If we wanted to really compare Divine to this, Divine would be the equivalent of a set of Full Rune by itself, but applied to any form of Defense.Also, to be honest, the DSS was JaGEx's halfass way of already doing this. It's not accessible and it's not enough and there have been a lot of complaints about weapons becoming too powerful for the current system. Please see the just added "Goals". The values are just examples. Feel free to submit your own formula. I understand, but full rune is very common nowadays. Maybe scale down the damage reduction a bit, then it might work ingame. Link to comment Share on other sites More sharing options...
Blutters Posted July 9, 2010 Author Share Posted July 9, 2010 The damage reduction would be even higher using better armor, HOWEVER, the Divine Spirit Shield would stack with this, as well as the DSS's own added bonuses subjective to its stats. If we wanted to really compare Divine to this, Divine would be the equivalent of a set of Full Rune by itself, but applied to any form of Defense.Also, to be honest, the DSS was JaGEx's halfass way of already doing this. It's not accessible and it's not enough and there have been a lot of complaints about weapons becoming too powerful for the current system. Please see the just added "Goals". The values are just examples. Feel free to submit your own formula. I understand, but full rune is very common nowadays. Maybe scale down the damage reduction a bit, then it might work ingame.Err, the point I was making was that the current numbers I have listed would be fine if we didn't already have the DSS setting a standard.I think the damage reduction is fine, but perhaps the chance percentage should be changed to (Defense level / 2) 49.5%, and correspondingly the chance of the attacker's Attack reducing the block amount to (Attack level / 4) 24.75%.Are you taking into account the Attack accuracy ability? It's meant as the "balance" for this, and wouldn't even affect the DSS's normal effect. Link to comment Share on other sites More sharing options...
Sir_Squab Posted July 9, 2010 Share Posted July 9, 2010 The thing that gets me about this is that combat in RS can be largely based on luck. So, to me, throwing in yet another aspect that's still based on luck won't help much. A claw spec for example - if you had something that had a 20% effect of kicking in to block damage, there's a 40% chance that the set effect won't activate at all for the claw special. I'm much more in the favour of stuff that works all the time. Squab unleashes Megiddo! Completed all quests and hard diaries. 75+ Skiller. (At one point.) 2000+ total. 99 Magic.[spoiler=The rest of my sig. You know you wanna see it.]my difinition of noob is i dont like u, either u are better then me or u are worst them meBuying spins make you a bad person...don't do it. It's like buying nukes for North Korea.Well if it bothers you that the game is more fun now, then you can go cry in a corner. :shame:your article was the equivalent of a circumcized porcupineThe only thing wrong with it is the lack of a percentage for when you need to stroke it. Poignant Purple to Lokie's Ravishing Red and Alg's Brilliant Blue. Link to comment Share on other sites More sharing options...
Blutters Posted July 9, 2010 Author Share Posted July 9, 2010 Well, this suggestion was created with overpowered weapons such as the Dragon Claws in mind, but I don't want to totally remove the chance of a 2-spec KO, just drastically reduce it.Perhaps there could be a mastery requirement added for armor in addition to the already existing wield requirement. Reaching the mastery requirement could give a 100% chance of blocking a certain amount of damage.I'll have a think about that though, as there surely could be a solution like that. Link to comment Share on other sites More sharing options...
Sir_Squab Posted July 9, 2010 Share Posted July 9, 2010 Frankly, I see nothing wrong with removing dragon claw k0 potential, as long as it's balanced with something else....like, reduced magic/ranged defence or something. Not saying use reduced magic/ranged def, just say conterbalance it with something. Squab unleashes Megiddo! Completed all quests and hard diaries. 75+ Skiller. (At one point.) 2000+ total. 99 Magic.[spoiler=The rest of my sig. You know you wanna see it.]my difinition of noob is i dont like u, either u are better then me or u are worst them meBuying spins make you a bad person...don't do it. It's like buying nukes for North Korea.Well if it bothers you that the game is more fun now, then you can go cry in a corner. :shame:your article was the equivalent of a circumcized porcupineThe only thing wrong with it is the lack of a percentage for when you need to stroke it. Poignant Purple to Lokie's Ravishing Red and Alg's Brilliant Blue. Link to comment Share on other sites More sharing options...
Kata_Phfract__the_slayer Posted July 9, 2010 Share Posted July 9, 2010 as the others have sayd, the numbers are off, but that does not matter at all! its a very good idea, with a bit of ajusting in how it works ect this woulc really be something grate for rs.i like how you got the curent armour and unlike many other ideas, gave it damage reduction based on its stats insted of makeing another spirit shield wana-be :P what you should put a bit of detail in to is how this would efect range and mage also, you could just say its all the same but that might mess thing up a bit. more so with mage and its % damage boost and defence not from defence skill. as long as it does not un-balance things, the only real disadvantages are that people would have to make people with 99 hp and 1 defence for max hitting vids, and the str pures would go totaly crazy and the rsfo would probably burst with all the rant threads....all in a days work for jagex :wall: good job! I'm a Brony and proud of it! Link to comment Share on other sites More sharing options...
Zaaps1 Posted July 9, 2010 Share Posted July 9, 2010 It would make players practically invincible, don't you think? ~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...
Blutters Posted July 9, 2010 Author Share Posted July 9, 2010 The second part of this is supposed to balance out the added Defense a little by making weapons more accurate based on Attack level.Also, I wanted to give extra meaning to higher Defense equipment, namely Barrows and shields like the DSq, DFS, CKS and DKS, when it's released. Without wearing armor players would be more vulnerable to attack than previously meaning that getting a max hit would actually be easier for exhibition purposes, zamorakninja.It should be noted that although the Defense section does have the chance of decreasing max hit, the Attack section only has the chance of decreasing this chance, not of increasing max hit. I'm pretty sure that Ranged would work very similarly but I don't know about Magic.This suggestion has the added effect of balancing the combat triangle slightly since melee armor has negative or with the best equipment very low Magic Defense bonuses Link to comment Share on other sites More sharing options...
Zaaps1 Posted July 9, 2010 Share Posted July 9, 2010 So if I understand correct, you want to make defense absorb damage, but to balance you want to make attack hit more accurately? That's not balancing. ~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...
Blutters Posted July 9, 2010 Author Share Posted July 9, 2010 So if I understand correct, you want to make defense absorb damage, but to balance you want to make attack hit more accurately? That's not balancing.It is balancing since the amount that accuracy increases is proportionally much less. Link to comment Share on other sites More sharing options...
Zaaps1 Posted July 9, 2010 Share Posted July 9, 2010 What I mean is this, if you can reduce the max hit of your opponent, you can bring it down to such a number that as long as you eat food, you cannot be KO'd. ~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...
Blutters Posted July 9, 2010 Author Share Posted July 9, 2010 Well, that's part of balancing of course. I was counting on feedback to help me figure out the best numbers. To be honest, though, a melee tank should be fairly difficult to down using melee.Also, I'm liking the "Use" and "Mastery" level requirements now. We should say 70 to use Barrows and 80 to master it. 70 gives only half of the damage reduction while 80 gives the full damage reduction (which is still based on chance). Not that that particularly addresses your issue, though. Basically, it does still come down to luck. No matter what, that lucky hit could get through without being reduced, there's just a lower chance now. Link to comment Share on other sites More sharing options...
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