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Changing offensive spells reqs

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Garmr 1349
Mar Gold Premier Club Member 2017

Garmr 1349

Posts: 324Silver Posts by user Forum Profile RuneMetrics Profile
I've been playing on my Iron man account as of late. One of the things i have noticed is how the level requierments for offensive magic spells doesnt quite fit into a combat system where all elements are supposed to be equal. Foreksample Surge spells; 14 magic levels between unlocking air surge and unlocking fire surge. Am i the only person who finds this abit weird, logicly in a system where all elements are supposed to be equaly it would make more sence to have all spells of the same tier unlock at the same level, the same way that weapons and armour do. That way all elements of a spell tier will unlock at the same time.

My sugguestion for new level reqs for offensive spells both in the standard and the ancient spellbook.
Standard spellbook
Level 1
Strike spells
Level 20
Bolt spells
Level 40
Blast spells
Level 60
Wave spells
Level 80
Surge spells

Ancient spellbook
Level 60
Rush spells
Level 70
Burst spells
Level 80
Blitz spells
Level 90
Barrage spells

In my mind this makes more sence within the current combat system and by making barrage spells a higher tier than normal spells, its cements the ancient spellbook's possition as a high level spellbook.
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Garmr
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03-Mar-2019 02:58:45 - Last edited on 03-Mar-2019 02:59:57 by Garmr 1349

Kopaka
Nov Gold Premier Club Member 2017

Kopaka

Posts: 1,807Mithril Posts by user Forum Profile RuneMetrics Profile
Agree with the concept, it should be equalized since the important thing now is countering the weakness of the opponent, not just spamming your highest level spell.

In addition to this, the normal spellbook should also work the way the Ancients spellbook does. Blood Rush costs Fire and Death Runes. Ice Rush costs Water and Death Runes. For reasons only explained by the way Runescape used to be a million years ago, Fire Blast costs Fire and Air runes, and Water Blast costs Water and Air runes. Air spells have always been cheaper for no good reason and with the removal of Mind/Chaos/Death/Blood as the catalytic component to regular spells, Air spells became 100% free with the right staff. Pointless for Air to be that much better than the other three elements since it has the same damage capability and is even unlocked at a lower level than the others.

03-Mar-2019 03:14:22

Garmr 1349
Mar Gold Premier Club Member 2017

Garmr 1349

Posts: 324Silver Posts by user Forum Profile RuneMetrics Profile
I do have a sort of plan for the rune problem for magic, but it would requier a large scale rework:
1. strip down the runecrafting skill completly.
-keep Nature , law, body, cosmic,nature and soul runes as they are.
-Keep air, water, earth and fire runes. the requierments of all of these will be set to level 1 runecrafting.
-remove combo rune. change the requiered secondary for super magic to 1 of the new ancient element runes. Keep combo staffs

2. Catalytic runes. Remove the air requierment from normal spells and the elemental runes reqs from ancients. Introduce 4 new runes to the game 3 of which will replace old once
- Novice Catalytic rune (replacing mind) (requiering 20 runecrafting)
- Apprentice catalytic rune (replacing chaos) (requiering 40 runecrafting)
- Adapt Catalytic rune (replacing death) (requiering 60 runecrafting)
-Master catalytic rune (new altar added to the elven lands) (requiering 80 magic)
3. Ancient spells and elemental runes.
-remove the air, water, earth and fire from ancient spells.
-introduce 4 new rune corresponding with the ancient elements of freneskae
-Blood rune (same place) (requiering 60 runecrafting)
-Ice rune (added tothe icy montain area north of Trollheim) (requiering 60 runecrating)
-Smoke rune (Altar in the smoke dungeon near Polnivneach) Requiering (60 runecrafting)
-Shadow rune ( Shadow dungeon) (requiering 60 runecrafting)


With this rework each tier of spell needs a higher tier of Catalytic rune.
Novice Catalytic rune = bolts and rushes
Apprentice Catalytic rune = blasts and bursts
Adept Catalytic rune = waves and blitz's
Master Catalytic rune = Surges and barrages.
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Garmr
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03-Mar-2019 03:31:58 - Last edited on 03-Mar-2019 05:09:02 by Garmr 1349

Garmr 1349
Mar Gold Premier Club Member 2017

Garmr 1349

Posts: 324Silver Posts by user Forum Profile RuneMetrics Profile
Ancient spells will no longer requier air, water, earth and fire, but will instead be cast with ancient elemental runes. Blood runes = bloodspells, Ice rune = ice Spells, Shadow Runes = shadow Spells and Smoke runes = smoke spells

Standard spells will now be cast with Tiered Catalytic runes
Fire rune = fire spell. air rune =air spell, Water rune = water spell and earth rune = earth spell

this would requier a massive rework, but it would sync the requierments for crafting runes and cast spells and well as making spells of the same tier the same level requierment.
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Garmr
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03-Mar-2019 04:57:08 - Last edited on 03-Mar-2019 05:15:55 by Garmr 1349

Garmr 1349
Mar Gold Premier Club Member 2017

Garmr 1349

Posts: 324Silver Posts by user Forum Profile RuneMetrics Profile
bump ¸„¤°**°¤„¸...........¸„¤°**°¤„¸............
Garmr
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03-Mar-2019 04:57:09 - Last edited on 03-Mar-2019 04:59:34 by Garmr 1349

Stoic n Vain

Stoic n Vain

Posts: 1,182Mithril Posts by user Forum Profile RuneMetrics Profile
I agree with the general idea.

The issue is that spells currently do more damage based on their magic level requirement to unlock - this is how damage progression currently works. Using the "T1" strike spells would be slow to level up to 20 magic because damage progression would require 20 magic levels each time.

I guess one solution to that could be: every spell deals damage up to 19 tiers above its requirement, based on your magic level and weapon tier.

So...

T1 spell + T1 staff + level 1 magic = T1 damage
T1 spell + T10 staff + level 15 magic = T10 damage
T1 spell +T20 staff + level 20 magic = T20 damage
T1 spell + T99 staff + level 99 magic = T20 damage

As examples.
The New Wild (instanced) <---------> Enhancing Combat and PVP

03-Mar-2019 06:08:51

Garmr 1349
Mar Gold Premier Club Member 2017

Garmr 1349

Posts: 324Silver Posts by user Forum Profile RuneMetrics Profile
Sort of the same way mining works. ¸„¤°**°¤„¸...........¸„¤°**°¤„¸............
Garmr
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03-Mar-2019 06:13:06 - Last edited on 03-Mar-2019 06:15:18 by Garmr 1349

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