Re: What crawls underneath Falador park? 3 - 4 Feb updates!
Posted: Thu Feb 04, 2016 7:11 pm
Why did you make wingman skree apply poison lol
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I'm curious about that too, it says nothing about it being poisonous on the osrs wikiAin wrote:Why did you make wingman skree apply poison lol
Should make mole viable. good shit mikeMike wrote:Updated on 4 February 2015
> Poison (and also extra poison, super poison and smoke spells) can now also be applied to any NPC, except for NPC's immune to poison (as listed here)
> The Giant Mole has been added as an Elite slayer task
> The Giant Mole will not burrow as often as it used to
> The Giant Mole is now registered in your POH bookcase
> Wingman Skree (GWD, Armadyl boss room) and the Giant Mole now also have poisonous attacks
> The Giant Mole now also drops metal spades (uncommon)
> The drop rate on mole claws has been buffed a lot and is now a common drop (once every 2 - 10 kills)
> The Mole Claw's special (when operating a pair of claws) will now always apply poison on your next non-zero hit. Previously, it only applied poison some of the time rather than guaranteed on your next non-zero hit.
> The Mole Claw's special can now be used against the Giant Mole to stop it from burrowing (this lasts until it dies)
> The Giant Mole's lair is now completely multi-combat
> Fixed Giant Mole drops for Ironman mode players
> The damage you deal to a Giant Mole no longer resets when the Mole burrows
I'm in the process of adding some extra effects to monsters (especially bosses) to make them more of a challenge, I'd love to hear suggestions for extra poison/weakening/healing/freezing/other effects on NPC's and bosses, so they're more interesting to fight against.Tail spin wrote:I'm curious about that too, it says nothing about it being poisonous on the osrs wikiAin wrote:Why did you make wingman skree apply poison lol
http://2007.runescape.wikia.com/wiki/Wingman_Skree
If anything was going to be made poisonous, why not kril, the zammy boss?
http://2007.runescape.wikia.com/wiki/K%27ril_Tsutsaroth
As taken from OSRS:Mike wrote: I'm in the process of adding some extra effects to monsters (especially bosses) to make them more of a challenge, I'd love to hear suggestions for extra poison/weakening/healing/freezing/other effects on NPC's and bosses, so they're more interesting to fight against.
Please incorporate these. I'd also love to see the Nex effects added so team PvMing is more of a necessity.Rawr wrote:As taken from OSRS:Mike wrote: I'm in the process of adding some extra effects to monsters (especially bosses) to make them more of a challenge, I'd love to hear suggestions for extra poison/weakening/healing/freezing/other effects on NPC's and bosses, so they're more interesting to fight against.
General Graardor - usually uses melee (max hit 60~). Occasionally uses range (max hit 35).
Kree'Arra - uses range (max hit 71) & magic (max hit 21, hits everyone in room). Will use melee, if no one is attacking him. Special attack that will push players into nearby walls and deal high damage as a result, unless player is already adjacent to a wall.
Zilyana - uses melee (max hit 27) & magic (max hit 27, but hits twice).
Zamorak - also uses melee (max hit 47) & magic (30 max hit). Poison damage, starting at 16 and going down as usual. Random ability that will hit through prayer, and drain prayer points by half.
Corporeal Beast - all non-spear weapons deal 50% damage. Summons dark core at ~50% HP that deals damage to players and heals CB for any damage DC deals, but attack can be avoided if the player moves out of the way of the core before it lands on their square.
Daggonath Kings - each one is weak to a specific combat style; if you don't use this style, you won't hit very much. Rex = Melee, so weak to Magic ; Prime = Magic, so weak to Range ; Supreme = Range, so weak to Melee.
Kalphite Queen - 100% accuracy for range and magic attacks, but can still hit 0 if rolled. Melee does not have 100% accuracy. Max hit for all styles is 31. Range attack will hit any player nearby the targeted player, whereas the Magic attack will 'bounce off' players until there is no target within a square to bounce off.
Barrelchest - prayers are disabled as soon as he attacks you.
Tormented Demons - relatively low damage, but very accurate and protection prayers block all damage. Uses all three attack styles. They chance attack styles every ~15 seconds and their protection prayer changes after they take X amount of damage, to whatever was dealing them the most damage prior. Creates a 'fire shield' that reduces damage taken by 75% unless Darklight is used, which disables the effect for 60 seconds.
Ice Strykewyrms - without a Fire Cape (or Max/Comp), they can't be attacked. Fire spells deal x2 damage. They use melee and magic.
Honestly, I think most people would hate all of these. People don't seem to want harder bossesRawr wrote:As taken from OSRS:Mike wrote: I'm in the process of adding some extra effects to monsters (especially bosses) to make them more of a challenge, I'd love to hear suggestions for extra poison/weakening/healing/freezing/other effects on NPC's and bosses, so they're more interesting to fight against.
General Graardor - usually uses melee (max hit 60~). Occasionally uses range (max hit 35).
Kree'Arra - uses range (max hit 71) & magic (max hit 21, hits everyone in room). Will use melee, if no one is attacking him. Special attack that will push players into nearby walls and deal high damage as a result, unless player is already adjacent to a wall.
Zilyana - uses melee (max hit 27) & magic (max hit 27, but hits twice).
Zamorak - also uses melee (max hit 47) & magic (30 max hit). Poison damage, starting at 16 and going down as usual. Random ability that will hit through prayer, and drain prayer points by half.
Corporeal Beast - all non-spear weapons deal 50% damage. Summons dark core at ~50% HP that deals damage to players and heals CB for any damage DC deals, but attack can be avoided if the player moves out of the way of the core before it lands on their square.
Daggonath Kings - each one is weak to a specific combat style; if you don't use this style, you won't hit very much. Rex = Melee, so weak to Magic ; Prime = Magic, so weak to Range ; Supreme = Range, so weak to Melee.
Kalphite Queen - 100% accuracy for range and magic attacks, but can still hit 0 if rolled. Melee does not have 100% accuracy. Max hit for all styles is 31. Range attack will hit any player nearby the targeted player, whereas the Magic attack will 'bounce off' players until there is no target within a square to bounce off.
Barrelchest - prayers are disabled as soon as he attacks you.
Tormented Demons - relatively low damage, but very accurate and protection prayers block all damage. Uses all three attack styles. They chance attack styles every ~15 seconds and their protection prayer changes after they take X amount of damage, to whatever was dealing them the most damage prior. Creates a 'fire shield' that reduces damage taken by 75% unless Darklight is used, which disables the effect for 60 seconds.
Ice Strykewyrms - without a Fire Cape (or Max/Comp), they can't be attacked. Fire spells deal x2 damage. They use melee and magic.