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Elemental Weaponry, Armour and resistances


Kiriyama

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Top note: Elements special effects will work in wilderness, weakness and resistance will not.

 

 

 

Was never that good at explaining stuff but here it goes.

 

 

 

Factoring Elements into the game.

 

 

 

There are 8 elements. Blood, fire, water, ice, smoke, earth, shadow and air (all which are already in the game).

 

 

 

What I am proposing is a new spellbook that requires a hard quest (this quest and spells are members only, but Free Player can buy elemental stuff from members (up to Rune of course) and Ice, smoke, blood and shadow are members only)

 

 

 

The Quest

 

(Still working on this, will add)

 

 

 

The elements themselves

 

Well heres how they line up

 

Water and Fire oppose (I.E Fire elemental monsters are weak to ice and vice versa)

 

Air and Earth oppose

 

Blood and Ice oppose

 

Smoke and Shadow oppose.

 

 

 

Bonus Effects

 

All effects disappear after a while

 

Ice. Chance to freeze opponent

 

Fire. Deals fire damage over time (weakens over time like posion)

 

Air. Enemy loses some defence

 

Earth. Added str to opponent but massively reduced attack

 

Water. If opponant is wearing metal armour it rusts it (loses some defence)

 

Blood. Chance to steal some health

 

Shadow. Lowers attack

 

Smoke. Deals smoke damage over time. (same as posion really).

 

 

 

The Spells

 

Well after completing the quest, you have acces to the enchanter's spellbook (normal enchants and the elemental ones)

 

Fire Enchant (level 30) This one works on bronze to black (and low level range and magic gear)

 

Fire Enchant (level 50) Works on mith to rune, green to blue D hide and Mystic robes

 

Fire Enchant (Level 70) Works on Dragon and 3rd age and Black D hide

 

Fire Enchant (level 90) The Ultimate Fire enchant, works on Barrows (spell is removed when barrows is repaired)

 

 

 

Same goes for rest of elements.

 

 

 

The uncastable element

 

This is basically Element X, all crystal items come with this as standard, only NPC's which use this element have some resistance to this (crystal shield offers a little resistance to it)

 

 

 

Well thats it for now, I'll work on more later.

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I think there should be two quests. The first one introduces the basic elements. The second is more of a sequl to both desert treasure and the first quest, this time introducing the Magicks' elements.The basic quest should be geared toward medium- to high-level players (90+) and the second geared to ward high-level players (110+). I have never been a member so I do not know what appeases members quest-wise, but I was thinking of something like Desert Treasure for the Magicks quest, revealing some history of Ancient Magicks. The quests should definitly be very hard, but not too discouraging. Maybe something that is magic related, such as defeating a number of elemental monsters with only the elemental spells.

 

 

 

The 'Bonus Effects' seem to need a little more work. First of all, are these effects always present, or are they only working when attacking it's opposing element? Then I see a problem with your opposing elements. If Water beats Fire, what does Fire beat? And if Earth beats Air, what can Air beat? Air and Fire have no effect on eachother at all, Earth can be split into to seperate elements too. There's stone, dirt, ore, etc. and then there's plants and things to do with Nature. You would need to add Nature as an element so that Fire beat something, then Nature would beat Water, Water beat Fire, Fire beat Nature. This leaves out Earth and Air. Since Earth beats Air, Air needs something that it can push around, which is probably something like Fire, however Air also fans Fire, thus making them neutral. Nature doesn't really effect Earth much, infact they practically have a mutual relation. Water washes away soil and erodes rock, so water would have a minor advantages over Earth. To make this less complicated, heres a chart:

 

 

 

 

 

xxxxx|Fire..|Water|.Earth.|Air...|Nature|

 

----------------------------------------------

 

Fire....|xxxx|++++|===.|===.|-------.|

 

----------------------------------------------

 

Water.|-----|xxxxx|====|===.|++++|

 

----------------------------------------------

 

Earth..|==..|====|xxxxx|------|====|

 

----------------------------------------------

 

Air.....|===|====|++++|xxxx|====|

 

----------------------------------------------

 

Nature|++..|-------|====|===|xxxxx|

 

 

 

The top is the attacking element, the side is the defending. + means that the attacking element gets a bonus, = means that the there is no advantage/disadvantage, - means that the attacking element is weakened, periods are just used as spacers. As you can see, Earth as no weakness, which actually seems suitable to me, seeing as how regular armour has no real weakness elemental wise and is Earth based (Metal).

 

 

 

I will not deal with Ancient Magicks elements seeing as how they make no sense what so ever. Ice is just an advanced version of water, shadow is not really an element unless it becomes dark and then light is introduced. Then there is blood which could either be life or death, because the spell transfers life however that would involve death.

 

 

 

Certain armours, such as dragon hides, would have no real affiliation (If you say that d'hide does because it comes from a dragon, then that is fairly false, scales would protect against water and fire). That means that some armours would either end up being neutral or having double elements.

 

 

 

Wow, that was quite a bit. I will edit/add more to my post when i have time to organize my thoughts about this more.

There's no such thing as regret. A regret means you are unhappy with the person you are now,

and if you're unhappy with the person you are, you change yourself. That

regret will no longer be a regret, because it will help to form the new,

better you. So really, a regret isn't a regret.

It's experience.

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Sorry if this seems like I'm attempting to take over your thread, but I thought of, well more like borrowed, two different ways to deal with elements.

 

 

 

The first is simple and borrowed from the game Golden Sun. The way elements are dealt with there is you are strong defensively and offensively in your element and neutral in the others. This means that you would have to find a way to increse your general elemental resistance while still specializing in a skill. This would be quite good when dealing with armour and weapons because you would just split your elemental defense among your armour and use a weapon of any element. The problem is that Golden Sun incorporated the use of sprites called djinn, which effect your resistences and power. The djinn could be activated/deactivated to do certain things not involved elementally. Every djinn of an element would gain you a level in that particular element, however the djinn had to be activated for it to count. That level then determined how strong your resistence and power was. A table used for a a player might look like this:

 

 

 

 

 

xxxxxx |Earth|Water|Fire|Wind/Air

 

----------------------------------------

 

Djinn | 4/4 | 0/0 |1/2| 4/6

 

Level | 4 | 5 | 1 | 4

 

Power | XX | XXX | XX| XXX

 

Resist | XX | XXX | XX| XXX

 

 

 

You notice how Water has no Djinn but still a Level of 5? Every character was of a certain element, adding those 5 levels. Even with that, this way can easily be adapted to Runescape. You would simply substitute Djinn for elemental armour and weapons, still keeping the display X/Y, more on that soon. Then you would add the ability to enchant yourself with an element. Now time to explain the X/Y. Each elemental item would be enchanted to a certain level using spells almost exactly like you described, just they only work on regular armour (The F2P armour, d'hides, robes). There would be four spells for each element, and the spells would have enchantment levels. These enchantment levels are basically djinn for the weapon/piece of armour. The lowest spell would give 1 enchantment level, the next best 2, then the second highest 3 and finally the highest 4. Enchanting a piece of armour and then a weapon with and enchantment spell would give different kinds of enchantment levels. The armour would get a defensive level while the weapon an offensive one. Defensive enchantment levels only effect elemental resistance for that element while offensive enchantment levels contribute to power. To simplyfy a possible chart for the elemental power and resist of someone in Runescape, X/Y is used, with X representing Offensive Enchantment Levels and Y representing Defensive Enchantment Levels.

 

 

 

Here is what a chart might look like for someone who is elementally Fire (adding 3/3), with each armour slot (4 in total) enchanted with a different element and Enchantment Level. The weapons slot is enchanted with Fire and has an Enchantment Level of 3.

 

 

 

 

 

XXXXX|Earth|Water|Fire|Wind/Air

 

---------------------------------------------

 

Ech. Lv| 0/3 | 0/2 | 6/4| 0/4

 

Power | 0 | 0 | 6 | 0

 

Resist | 3 | 2 | 4 | 4

 

 

 

As you can see, the Power/Resist or the Enchantment Level rows can be removed and probably should. However, I was just showing the two ways of representing this melded together so you can compare the effectiveness. I personally prefer leving the Power and Resist rows in because it is much more organized.

 

 

 

Now, there comes the problem of figuring out whether or not your element has any effect on another player. This is quite easy. You simply find the ratio of their resist to your power. For the above character attacking someone with a Fire power of 3, the ratio is 1:2. This ratio is then becomes the ratio of the damage you would normally do, to the damage with the elemental effect. For example, if you were going to hit a 10 and you had a ratio of 2:1, you would hit 5. If you had a ratio of 1:3, you would hit 30. This would however be extremely overpowered, since the max hit (Using Tip.It's max hit calculator) is 24 with Rune B-Axe, Defender and 99 Strength. That means that it would be possible to hit 184 :!: if you have a Fire Power of 8 (Possible with Rune defender and any other weapon) and your opponent has a Fire Resist of 1. And I don't know about you, but that would completely throw off the game.

 

 

 

That means there is the need for another way of calculating the effect. The effect would be best calculated as: (P-R)2+D=E. P represents your Power in an element, R represents your opponents Resist in the same element, D represents your 'base' damage while E represents the damage you actually give. This translates into the difference between your Power subtract their Resist doubled is how much extra/less damage you give. So lets say you have a Power of 3, they have a Resist of 5 and you are going to deal 10 damage.

 

 

 

E=(P-R)2+D

 

E=(3-5)2+10

 

E=(-2)2+10

 

E=(-4)+10

 

E=6

 

 

 

Because your opponent ahs 2 greater Resist than you Power, your attack is weakened.

 

 

 

Now, what happens if you have a Defender of one Element and a wepaon of another? First of all, I think it would be best if Defenders were only able to be enchanted with up to 2 Enchantment Levels. Secondly, weapons and armour should have a limit as to how many Enchantment Levels each peice can have, based on where the piece is wielded and what type of armour it has. The following ranking of armour slot is used:

 

 

 

Platebody>Platelegs>Shield>Helemet

 

 

 

Now for a set of full Rune armour, the maximum Enchantment Levels would be as follows:

 

 

 

Platebody:4

 

Platelegs:3

 

Shield:2

 

Helmet:1

 

 

 

If it were an Addy set:

 

 

 

Platebody:3

 

Platelegs:2

 

Shield:1

 

Helmet:0

 

 

 

As you can see, as you go down the rank of slot, the maximum Enchantment Level decreases. Also, as you go down the rank of armour type, the Maximum Enchantment Level decreases. This Means that only Rune, Addy, Mith and Black armour can be enchanted.

 

 

 

 

 

That's all I'll contribute for today, I won't even bother getting into the other way, I realized just good this way was as I typed.

There's no such thing as regret. A regret means you are unhappy with the person you are now,

and if you're unhappy with the person you are, you change yourself. That

regret will no longer be a regret, because it will help to form the new,

better you. So really, a regret isn't a regret.

It's experience.

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