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HQ Items

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sTReTCh1028

sTReTCh1028

Posts: 17,563Opal Posts by user Forum Profile RuneMetrics Profile
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HQ Items
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This idea is a radical overhaul of the skilling/combat system in OSRS, in an effort to make skilling profitable. This idea covers most skills in the game. It currently does not cover:

Hunter
Construction
Slayer
Agility
Thieving

directly, although all of these skills would benefit indirectly from things such as potions.

~ How does it work? ~
In a gathering skill (Mining, Fishing, Woodcutting, and Farming), there is a chance based on your Level and the Level of the resource you are gathering (proposed formula is (L+1 - R)^2/10,000 chance, where L is your Level in that skill and R is the level of the resource) to gain a High Quality version of that item, indicated by a * next to the item's name. These * items are tradeable from player to player, but NOT on the GE.

~ What do HQ resources do? ~
In production skills (Magic, Runecrafting, Crafting, Smithing, Cooking, Firemaking, Herblore, and Fletching), using ALL HQ items to produce an item(s) results in a 2% increase in XP per item made this way.

In addition, there is a chance for each item made (as long as it was made with all HQ items) (proposed formula is (L+1 - R)^2/10,000 chance, where L is your Level in that skill and R is the level of the product) of producing an HQ version of that item, indicated by a * next to the item's name. These * products are tradeable from player to player, but NOT on the GE.
sTReTCh1028
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The art of simplicity is a puzzle of complexity

20-Jan-2019 21:21:15

sTReTCh1028

sTReTCh1028

Posts: 17,563Opal Posts by user Forum Profile RuneMetrics Profile
~ What do HQ products do? ~
The end-products of most production skills will be useful to combat skills (Attack, Strength, Defence, Ranged, Magic, Prayer, Hitpoints).
For food, all * food will heal an additional 10% (min. 1 HP) every 6 seconds for 30 seconds. For example, a Shark* will heal 20 HP, then 2 HP every 6 seconds for 30 seconds.
Potions* will be made as 6-dose vials instead of 3-dose vials (cannot be decanted at all). If a potion is normally only 1 dose or is an irregular potion (like Compost Potion), it does not have a * form.

Combat armor that is * will have the same stats, but ability to soak up some damage. Proposed rates are 3% for a full bronze armor set and 10% for a full rune armor set. ALL * armor degrades to dust after 15 hours of combat and cannot be repaired.
Combat weapons that are * will have double accuracy and slightly higher damage output. Proposed rates are 5% damage boost for bronze weapons and 20% damage boost for rune weapons. For Ranged/Magic, both the weapon AND the ammo/runes have to be HQ to get a damage boost. (Battlestaves can be made HQ by using a regular battlestaff with an HQ elemental orb; this is the only exception to the "all HQ" rule. The 4 elemental battlestaves would be the only Magic HQ weapons.) ALL * weapons degrade to dust after 15 hours of combat and cannot be repaired.
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I fully welcome any questions you have about this and any good feedback you might have!
sTReTCh1028
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The art of simplicity is a puzzle of complexity

20-Jan-2019 21:21:31 - Last edited on 22-Jan-2019 23:02:17 by sTReTCh1028

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