It's not that great, closest room to being perfect is Vanguards. The bosses feel kind of lazy without the real mechanics that exist on Oldschool, much easier on here to complete when raids is supposed to be hard.
NPC Combat Stats
- Vasa/Skeletal Mystics/Big Muttadile/Mage Vanguard are supposed to have a mage attack level similar to Dagannoth prime. This makes T Bow BIS vs them.
- Big Muttadile needs his defence level slightly increased. This defence level also needs to be given to the small muttadile.
- Small Muttadile is meant to have negative magic bonus so it is impossible to splash on him no matter what gear. On Oldschool you can wear full karils and catch freezes on small Muttadile very easily.
- Both of the Muttadile's attack speed needs to be 2h weapon speed, not whip speed.
- Vasa Nistiro Attack range needs to be 1 lower than t bow range. T bow is supposed to out range Vasa's attacks.
- Skeletal Mystic Defence level needs to be raised a lot. Chance of hitting them in max range is supposed to be about 50%.
- Tekton crush defence needs to be slightly increased.
- Tekton other defence stats need to be increase a lot more.
- Tekton Max hit needs to be 30 (praying), 80 (not praying)
Missing Things
- Tendrils/Flame when entering boss rooms.
These are important as they stop people who don't wish to enter the room from drawing agro & prevent people who choose to do the room from leaving without consequence.
Tendrils (Shaman/Vespula/Mutadile) are at the entrance of these rooms. You cannot attack or be attacked over them. Going through the Tendrils to enter the room deals no damage, but going through the tendrils to leave the room deals 10% of your current health damage. Once the boss is defeated the Tendrils disappear.
Flame (Tekton/Vasa) Appear after waking up Tekton/Vasa Nistiro for the first time. Going through the flame in either direction deals 20% of your current health in damage.
- Scavanger Puzzle rooms.
So in some of the Scavanger rooms the game is meant to spawn either a boulder/tree/rock that can be either pushed/chopped/mined to clear the way. Doing so gives points. The tile I'm stood on is where the Boulder/Tree/Rock is supposed to be. Pushing the boulder gives 500 points to each person that pushes within 3 game ticks of eachother, Chopping/Mining give 100 points per Chop/Mine and take 8 chops from 1 individual person to delete. So for example:
If 4 People all push the boulder within 3 game ticks, after 4 game ticks the boulder is moved & since 4 people pushed in that period of time they each get 500 points.
If 8 people are chopping/mining the obstacle won't be deleted until 1 person has individually chopped/mined 8 times. This means you could have 20 people chopping/mining at once until one of them chops/mines 8 times.
- CC Functionality/Party making.
Make it so that the quest tab 3rd option prints out the names of the people who are inside the raid. This is how it is done in Runescape & is important so you know how the raid is going to be scaled. Here's a picture of what it looks like on OSRS.
Also leaving Clanchat/being kicked should automatically kick you from the raid.
- Other Things
- Whoever is in charge of starting the raid, when they press the "start raid" option they are meant to automatically enter through into the raid.
- Add Chest building
Tekton
You have the mechanics all wrong for Tekton. Think of Tekton like Zulrah Red/Melee Phase, he will attack the tiles on the side he was faceing after a short period time, if you move tiles during that period of time then you avoid all damage. Tekton will only try and do this though if you are within his actual attack range whenever he queues up his next attack (prior to you dodging & after he's walked away from anvil). So example:
- Tekton Walks away from his Anvil to a random person inside the room.
- He will queue up his attack on the side with the most players on it. Players then have 4 game ticks to move position otherwise he will deal damage to everybody on that side he was facing.
- If the tile they move to is out of his attack range (1 square of him) when he begins to queue up the next attack, he walks back to the anvil.
Other Bugs/Problems with Tekton:
- Can't Pickup the items he drops (can't walk to the tile)
- The Lava things that fly out when he is at anvil fire 1 game tick to slow between one another.
- Walking underneath Tekton is meant to deal 1-6 damage every game tick.
Vanguards
- Need a purple hitsplat to show when they heal & by how much.
- All 3 Vanguards are supposed to drop raids potions, all with a 33% chance to drop 1 overload
- Walking underneath Vanguards is meant to deal 1-6 damage every game tick.
Muttadiles
The Muttadiles are missing the tree which is what makes the room not just afk blowpipe/t bow.
On Runescape whenever the small/large Muttadile reach 40% HP they become immune to damage (your max hit on them becomes 0), walk over to the tree and eat from the tree. When walking over to the tree the Muttadiles do not attack players (but can still be attacked however you deal 0 damage). The tree has a health bar equivalent to 120 HP. Each time the Muttadile eats from the tree, the tree loses 20 HP and the Muttadile heals back to full HP. Players can chop the tree down, each successful chop dealing 10 HP of damage to the tree. Small & Big Muttadile can only eat from the tree 3 times each. Once the Muttadile has ate from the tree the muttadile will begin attacking players again & can be damaged once more.
The Immunity/tree healing phase only lasts for 15 seconds, meaning that if the Muttadile doesn't make it to the tree within 15 seconds it will stop trying to go to the tree, start attacking players again & be vulnerable to damage. On Runescape the strategy is to freeze the small Muttadile with barrage (since he has really low mage bonus and you can't splash on him), then ZGS/whip spec the big Muttadile to prevent both forms ever healing at the tree.
Other Bugs/Problems with Muttadile:
- Both forms of Muttadile are supposed to drop 1 overload 100% of the time & a variety of other raids potions (like Tekton)
- Both Muttadile walk differently to normal NPC's. They can only walk 1 tile every 1 game tick until they are within Melee range of you.
- Small Muttadile max range hit through prayer should be 22.
- Both Muttadile aren't very accurate, on Oldschool if they attack you they hit you 80% of the time
Vasa Nistiro
Pretty close to perfect just missing minor details.
- When Vasa teleports a player to the centre of the room the damage calculated that he deals is meant to be their HP -5 at the point he actually teleported them. Your calculation does their HP -5 at the point the damage hits. On Oldschool after he teleports you you're able to brew up to more than 5 HP before the damage hits.
- The damage dealt to the teleported player is meant to be divided by the number of people who have mage protect on that are within a 2 tile range of Vasa when the damage hits. So if the person teleported is meant to be dealt 60 damage but 10 people were within range of Vasa with mage protect on before the damage hits, the teleported player is only dealt 6 damage (60/10).
- He should only teleport 1 person to the centre of the room with him
- When Vasa walks from a crystal back to the centre of the room, he is meant to stand in the centre of the room for 5 game ticks before choosing which crystal he next goes to.
- Whichever crystal Vasa walks to is meant to be brighter than the other 3 (different object).
- Walking underneath Vasa is meant to deal 1-6 damage every game tick.
Skeletal Mystics
- There is meant to be 1 more skeletal mystic in the room in solo raids (3 total). Number of mystics go up by 1 every 2 extra people.
Shamans
- The number of Shamans in the room is meant to go up by 1 every 3 people, so 1-3 in raid = 2 shaman, 4-6 in raid = 3 shaman, 7-9 in raid = 4 shaman and so on.