Runescape Make simpler Armour System Fix

Posted by gamehotuser on December 20th, 2017

Everyone knows that the armour system is badly functioning, counter intuitive or even misleading at the moment. There have been a large number of threads/posts trying to bring this particular to the attention of Jagex, many with excellent options on offer. I have some recommendations of my own. I will attempt to keep this short.

Simplify Shield

Currently the defensive armour program has an armour value through rs 2007 equipment, shield value from def lvl, increased/decreased armour value because of combat triangle, Hybrid shield reduction, affinity points. Start being active . PVE damage absorption, PVP damage absorption damage obstructing as in the void disaster and who knows what otherwise going on behind the scenes. All of this is in some way included in working out if you prevent or get hit within combat. Why?

Lets slow up the number of parameters involved, make simpler your coding, and screen it all in one clean user interface. Armour needs stats, much like pre-eoc in style, for Melee-Def, Range-Def and Mage-Def. In case you require, certain items may also have a LP stat, Plea stat and even damage decrease if necessary. But all of these statistics would be set values which are attributed to that item and don't change. No behind the scenes modifications, influences, affinities or everything else.

Just replace the old cut, stab, crush stats having a single melee stat. Maintain the rest as they were pre-eoc. Each item has arranged stats that don't modify. Your equipment tab might display the total values for every of these 6 stats, that is just the sum of all statistics for the rs items you might have equipped.

This system is quicker and simpler for new as well as old players to understand. Totally remove the affinity system. Demonstrate actual armour values for every stat/ side of the fight triangle instead of the needlessly complicated jumble of calculations as well as numbers you have now on the gear interface.

Balancing

Currently energy armour, hybrid armour, almost all type armour all possess reduced armour values when compared with tank armour of the same rate. This can still occur, nevertheless the way it is shown has been simple. Simply reducing/increasing the statistics an item has is enough to perform any armour balancing you have to.

Currently: Melee Tank entire body t70 (barrows) = 341 Base Armour +-142

Mixed body t70 (Akrisae) sama dengan 226 Base Armour +- 0

All body t70 (Dragon Rider) = 226 Base Armour +- zero

New armour system:

Melee t70 Tank Body sama dengan 341 Melee Def, 483 Range Def, 199 Mage Def

Hybrid/All t70 Entire body = 226 Melee Outl, 226 Range Def, 226 Mage Def

There are the identical values, just displayed a lot clearer.

Hit Mechanic

The actual armour system needs to be set so that without a decent shield value, you get hit frequently, but with decent armour, a person block regularly. This would take away the need for the affinity program as wearing armour through the wrong corner of the fight triangle would mean you get constant damage.

Offensive fines for using non-matching armour-weapon combos can still be penalised as they currently are.

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gamehotuser
Joined: November 17th, 2017
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