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Dharok the Wretched


anticommon

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Hey, guys n' gals.

 

I wanted to suggest a new type or armor (plus weapon) from the game RuneScape.

 

Its really sorta simple, a Giant aged axe, with some spikey, tarnished, (possibly chained), brownish and tanish armore. (google it or watch a vid for better image, as my description is sorta useless)

 

The axe is two handed, and consists of a one sided blade on a really long handle (3-5 ft), the modder would have to add in some matching boots and gloves to the set... Ohh, and did I mention that when the player has low HP the axe hits harder? (up to 2-3x for really low HP)

 

the defensive abilities of the armore would be as good as or better then daedric, and the attack bonus for the axe itself incredibly high (40-60) with an extremely (extremely!) slow attack rate. not to mention with higher heavy armore skill the effectiveness of the attack would increase.

 

But thats jsut my 2 cents on what would make an excelent mod for oblivion.... :whistling:

 

(If i posted in wrong section please move it correctly, and sorry for all my spelling/gramatical mistakes.... lol)

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Not too sure if you can do the higher damage for lower HP thing. It would probably have to be done with OBSE if it's even possible.

 

But... well... Runescape is kind of a Taboo on other fantasy game websites, always has been. So you'd probably have to do this yourself as chances are, no one will make this, even if you pay them. Sorry if it's not what you want to hear, but it's true.

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Not too sure if you can do the higher damage for lower HP thing. It would probably have to be done with OBSE if it's even possible.

Nah, you don't need OBSE. You may not be able to get the 2-3x bonus exactly, but you could increase damage based on how low the player's health is. All you need to do is have a scripted attribute that is added to the player when the axe is equipped. The attribute then checks the players health vs their maximum, and applies a certain amount of "damagebonus" based on what the difference is and what level they are. Then reduce the attackbonus as the player regains health, or remove the bonus that was given if the player removes the weapon. The only difficult part is deciding on all the math.

 

But yeah, most mod suggestions like this aren't likely to be done. And a base damage of 40-60 on a weapon would be a bit of overkill.

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40-60 damage would be when the weapon is worn with 100 blunt, (1 blunt might recieve 3-5? damage) and when I say extremely slow, i mean 15-20 seconds between hits, but well worth it when your health is lower.

 

As for a game being taboo... I'm not asking anyone to go out and play that game, its merely an armor + weapon selection that would be of great interest for anyone who would aquire it.

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I know you're not telling people to go out and play Runescape, what I meant was that a lot of people here hate it with the passion of a thousand white suns.

 

Although I myself used to play it... until they took out the PvP aspect and took out normal trading.

 

40 - 60 is WAY too high even with 100 blunt. If your health is low, then yeah, I can see 60, as that is the effect. And 15 - 20 seconds? It's not Runescape where people take turns attacking, within that time frame, you could be dead. Try 4 seconds, at the very maximum.

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The problem with any slow attack speed is that the way they're treated in game, the entire animation is slower, not the time between when the animation finishes and it can be called again. This means that a very slow weapon will deal damage a few seconds after you've pressed the attack button. Meaning that against pretty much everything, it's too difficult to really use, and any ammount of damage, even an instant kill would not make the weapon anu more viable than your normal weapons.

 

And several mods, like OOO do odd things to weapon damage, so trying to scale it according to skill level isn't an easy process. Either you have a very strong weapon at low level, or a very weak one at high level.

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  • 2 months later...

Try making the script set the damage based on percentage of health lost.

 

Example:

There will be a berserk mode when your character is under 50-60% hp.

 

Berserk mode:

if maxhp is 100, 50hp is left. Then 50 hp is turned to 50% attack bonus.

(maxhp - currenthp) = hp lost -> used in weapon percentage.

 

Try to see if you can create a spell effect opposite to weakness to normal weapons, as this effects occurs on the character, not the opponent.

 

You can also try an alternative effect:

- when you reach under 60% of your hp, all enemies up to 20ft around you will get a weakness to weapon with the percentage set to hp loss.

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