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Jimm0

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Everything posted by Jimm0

  1. Are you not listening? Obby maul ALREADY is affected by berserker necklace and cursed obsidian armour. I'm only asking for the OTHER obsidian weapons to be given the same treatment AS IS IN THE ORIGINAL GAME. I know that they are spawnable - obviously - otherwise I wouldn't be suggesting these in part for those who use SPAWNABLES. Furthermore the abysmal attack bonuses of the berserker necklaces would make the sword too inaccurate to be anything scary in this game. Unfortunately Kellatha, just because you think you're right, and you're a moderator somewhere, doesn't instantly make you right. With you last point - obsidian rings AREN'T affected by berserker necklace or obsidian armour and therefore I am NOT asking for these to be implemented. Perhaps you should have a good read through here to get your facts straight: https://oldschoolrunescape.fandom.com/wiki/Berserker_necklace Thanks, Jimm0
  2. 75s with what? As far as I'm aware these effects already work with the obby maul - the max isn't that high The only change I'm asking for is the same effects to work with the lesser powered obsidian weapons - i.e. the knife, sword etc.
  3. Sorry, but you're talking rubbish. What this would enable is more variety for ALL pkers - pures, spawnables (they aren't limited to just whip-dds pking), rich people. Bear in mind that for 100m or so a new player can have an AGS - an accurate spec weapon that enables them to hit up to 80. A obsidian sword isn't going to do anything so damaging, especially with such a low accuracy bonus (made lower by the berserker necklace). If you're suggesting this shouldn't be included because it'd help rich players as well as poorer players, that's a pretty weak argument. If anything, that would make a welcome addition from newer players, who don't benefit from (for example) mythic donator rank benefits in updates that we see relatively regularly.
  4. Thanks for implementing one of my suggestions. It would be great if you could fix obsidian weaponry so that the berserker necklace's damage buff applies to them, too. Stackable with obsidian, as per OSRS, too would be great, especially to give those in spawnables a more varied array of weapons to use. Cheers
  5. Jimm0

    Dismantling untradeables

    Huge -1 from me
  6. Jimm0

    Suggestions

    Hi Tevin, Thanks for your response, and sorry for being a bit pushy! 1) Great, I can't wait for it to happen. 2) Great - really important as it's a total waste of 1.5T. 3) It might be fixed now - I'll let you know if it seems off still. Thanks again!
  7. Jimm0

    Suggestions

    Agree Agree (but not essential in my view - it can't overtake infernal cape) Agree (but be careful - people hate autokept stuff) Agree to an extent - a cap on the special is a good idea, but beyond that I don't think the weapon is too scary. Huge support - Easterwyrm pet is totally broken and available to all players (pretty much)?! Who thought this was a good mechanic?! I'm sorry, I know these have been posted before but I've not yet had a response from a mod/owner and I'd like some feedback. Here are a few suggestions of mine: 1) Tzhaar (obsidian) weapons are not all given the damage boost from the berserker necklace as per OSRS. Fixing this would give poorer players (those in spawnables) some alternative weapons to make pking more fun and interesting. Please make sure these boost work additionally with the obsidian armour boost too (again, as per OSRS, and not working properly on this server). 2) Elderblood ring does not work as intended. It affects only blood whip, dbow, staff, cbow, and blood slayer bow. Blood slayer spear and staff don't have the boost as intended. This is a 1.5T ring that does not work as it should and those who have paid through the nose for it are a bit pissed that it's not working properly - it's dead content at the moment really. 3) Amulet of the Damned (t). This amulet's effect on torags is definitely broken - the defence of the wearer goes up way too high. In two fights I only took 17 damage (aside from venom and veng) from my opponent and, more importantly makes the wearer invincible. I don't have any 'proof' that it's broken, but I'm asking if you could re-look over the code, because I'm nearly certain it's not working as intended. Thanks for reading, Jimm0
  8. Jimm0

    [S] Boneguard Pet

    Sell boneguard pet. Make me an offer ingame or on forums. Also selling everything in my tp - pm me an offer if you're not happy with price. Cheers, Jimm0
  9. Jimm0

    Nerf blood orb

    Whilst it does add an oversupply of relics etc. to the store, it does mean that now at least people are risking something. No matter the doppel/shadow pet there's at least some risk for other pkers. Perhaps just leave the 2x emblem perk for the cursed orb?
  10. Great idea to give VIP/Legendary donators some decent perks! I do feel like they've been overlooked especially since Mythic rank. What about a boost to blood slayer timers or rewards? Alternatively, perhaps additional BM per kill once you've donated more than $500? Re. Guardian Boots, your only option is to totally boost the drop rate. These cannot be 'fixed' by making the boots' stats much higher - these will just need to be nerfed at a later date if you do this. Simply because I know this thread will get a lot of traction, and these are important bugs to fix, I'm going to post this here: 1) Tzhaar (obsidian) weapons are not all given the damage boost from the berserker necklace as per OSRS. Fixing this would give poorer players (those in spawnables) some alternative weapons to make pking more fun and interesting. Please make sure these boost work additionally with the obsidian armour boost too (again, as per OSRS, and not working properly on this server). 2) Elderblood ring does not work as intended. It affects only blood whip, dbow, staff, cbow, and blood slayer bow. Blood slayer spear and staff don't have the boost as intended. This is a 1.5T ring that does not work as it should and those who have paid through the nose for it are a bit pissed that it's not working properly - it's dead content at the moment really. 3) Amulet of the Damned (t). This amulet's effect on torags is definitely broken - the defence of the wearer goes up way too high. In two fights I only took 17 damage (aside from venom and veng) from my opponent and, more importantly makes the wearer invincible. I don't have any 'proof' that it's broken, but I'm asking if you could re-look over the code, because I'm nearly certain it's not working as intended. Thanks for reading, Jimm0
  11. Jimm0

    Three Bugs

    Honestly it's totally broken
  12. Jimm0

    Nerf Barrelchest sword (Bc sword)

    I think it hits about fine (a 77 isn't an absurd hit really) especially compared to all the other weapons out there. Don't agree with a 90+ hit though (obviously). The main issue is that it hit a 77 through divine - it would be good to look into
  13. Jimm0

    Official Guide on Every Pet in game!

    Exactly - and as I understand it your equipment bonuses (and level, but generally we're all 99 anyway) is the 'roll-of-the-dice' that determines a hit or a miss.
  14. Jimm0

    pking and pvm buffs/ certain item fixes

    I'd like to add two more suggestions (one for newer players and one for more wealthy players): - For new players: Fix berserker necklaces ability with tzhaar weapons. The damage boost only works for the maul at the moment. This should work with the cursed obsidian effect too. - For wealthy players. Fix Elderblood ring. Its effect doesn't work with every blood weapon, only whip, staff, and dbow. Thanks
  15. Jimm0

    Official Guide on Every Pet in game!

    I think maybe a little correction here (but I'm not sure). Isn't it that Cerberus gives a 10% defence buff (i.e hits are less likely to occur) and the Mini-Me gives a 10% damage reduction (from your opponent)? For example, if your opponents max hit is 40, your Mini-Me would reduce that max hit to a 36. However, a Cerberus pet would make that max hit the same, although it would appear less often? Happy to be corrected, but from my research there does seem to this distinction between the two pets. Thanks, Jimm0
  16. Hang on guys - I think you might be getting confused here. Having a 100% droprate (let's keep the numbers simple) means you are now twice as likely to get the good drops. For example, let's say the drop rate of an item is 1 in 1000. Having a +100% drop rate would make this item dropped (for you) at an improved rate of 1 in 500. A nice way to think about it is that you are already at '1' i.e. 100%, so any increase in drop rate is added. For example if you are only wearing a cape that grants +10% drop rate means you now have 110%. You are now assumed to get 1.1 in every 1000 kills. This translates to a 1 in 909.090909... Really hope that helps everyone out.
  17. Jimm0

    Two suggestions

    I have made both of these suggestions before, and I still think they should be implemented: 1) The berserker necklace only give a damage boost to the obby maul, not the other tzhaar weaponry (like the dagger or sword). This should be implemented and stackable with cursed obsidian's damage boost to obsidian weapons. 2) The elderblood ring does not work on all blood weaponry as implied in the update post. Could this be fixed? Currently I have wasted 1.5T on a work that does not work as intended. Thanks in advance. If any points need any explanation please let me know.
  18. Jimm0

    Two suggestions

    Absolutely they are, I just didn't think they were quite right to put under 'Bugs'. Can cross post there instead, though.
  19. Jimm0

    Fused pets

    Yep - you have to wait for the petkeeper to show the fuse for you to be able to fuse the pets. Every few updates Ryan adds a new pet or re-enables the fusing of an old pet. I couldn't tell you when we last saw a fortune genie, sorry. To my knowledge, all fusion pets so far have been 100% success rate via the pet keeper. Pets achieved through the enchanted chest are different (for example 5% chance to turn a mini me pet into a doppel). Hope that helps you both.
  20. 'if you put thato n youtube' hahaha hope you didn't give his stuff back!
  21. Oh my god yes please. I've just spent approximately 1.5T on a ring that doesn't give the bonuses that were stated! Argh!
  22. Again, please can I have a response to this?
  23. Great update. Also, and only because I didn't receive an answer on the last update thread, could you please consider/answer the following: - If karamja 3 gloves strength is boosted to 14, shouldn't enchanted gloves also have the same effect added? - Which blood weapons are damage boosted by the elderblood ring? Blood slayer equipment, or only blood equipment from the blood fountain? Kellatha suggested all dragon weaponry would be damage boosted, but the post indicated otherwise. Thanks in advance, Jimm0
  24. Jimm0

    The mage bank event. *LATE*

    Agree with @D RY @Morbid and @lzerraptorz given a deadline and stuck to it. Players like these are then put at a huge disadvantage
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