#Poison Dynamite rantlist

13 messages · Page 1 of 1 (latest)

upper verge
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This will be less structured than my normal posts, but I do want to make it clear how bad Poison Dynamite are and how terrible using them is.

I did a few runs of belladonas on my skiller, yielding about 20 poison dynamites. I felt like I could take on the world... except I used all but 2 of them to complete Kandarin easy diary (theres a task to kill all 4 elementals).
And now the "rantlist" starts:

Getting Poison Dynamite in bulk is so much hassle for how many you use to kill 1 npc
Instead of 3 Belladonnas + 1 Dynamite for 1 PD, make it 1 Belladonna + 3 Dynamite for 3 PD.
Additively, make Belladonas and PDs tradeable.

Using PD takes up so much inventory space when we also need to take means to survive while getting that poison hit in
Make PDs stackable OR add a "Bigger pot" item that holds a lot of PD charges in a single inc space.

PD relies on Skiller gear to roll for accuracy on targets, but one dynamite is consumed per attempt
It's almost like our Iron Dagger P++ would break after every swing. We're already scrapping the bottom of the barrel to increase hitchance but we get punished by having bad accuracy even though no other account type uses PD.
Make PD's accuracy also roll off firemaking levels since it's one item consumed per ATTEMPT.

PD has only a 25% chance to poison but CANNOT be used against damaged targets
You go through the ordeal of hitting a single PD on your target but then you realise it was for nothing cause the poison didn't apply and you also can't try again because you did damage to it
Increase poison chance to at least 50%, if not 100%. It consumes a material PER ATTEMPT.
Make PD usable to the same target if you're the only one that hit it

pseudo latch
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A few things that I also would like to add:

  • This was supposed to work like spawn hitting yet the damage is capped at 4. With spawn hitting you could use a dragon dagger special and do a ton of damage. This is especially annoying when trying to get kill credit with fast healing NPCs that you can't poison. The damage should roll based on your weapon and level in some way with a minimum max hit of 4.
  • Why can it not be stackable and usable in instances? Just put a 30 second cooldown on it after a successful hit.
  • Let venom work with dynamite IF you have toxic weapons or a serpentine helmet like you could with spawn hitting before. I don't understand what Jagex's issue with that is.
pine python
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instead of creating my own thread about this, i want to bump up this old post and add my own input.

I Have spent the past 16 hours trying to kill kolodion using poison dynamites, and it is the most god awful experience i have ever had in Runescape.

the item relies on multiple instances of RNG, and obtaining the poison dynamite to begin with is obnoxious, i've have burned through at least 400-500 poison dynamites on kolodion, and still haven't managed to kill him. the RNG poison stacks is so god awful, that is is hard to believe it is 25% chance to apply.

Next is the fact that after you fail to apply your poison stack you have to wait for the mobs HP to refill to full before you can use it again. why this is even a thing is beyond me, the item takes up so much inventory space i fail to see a game breaking scenario in which poison dynamite can break any sort of 'norm' in terms of bossing.

Finally the method to obtaining these is not enjoyable, if you're going to make the nightshade/belladonna untradeable atleast balance out the requirements to craft the poison dynamite, 3 is definately overkill, and takes hours to craft a decent amount.

There are not many accounts or players that utilize this item, so PD is easily forgotten about.
i've been using it so far for all my quests and it was annoying to use, but could handle it, however after the 16 hour grind today, and burning through hundreds of these, i can safely say that the item needs a rework.

snow sundial
frail yew
# snow sundial how do skillers get a toxic weapon or serp helm

I think spawn hitting is using a second account to inflict toxic but only deal 1 or 2 damage (using eg wind strike off toxic staff of the dead). Then if the NPC heals to full before taking poison damage the game considers them "undamaged" & an iron can attack for 1 to get kill credit despite the toxic doing most of the NPC's health

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Rendi does this in his defense pure series

snow sundial
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oh

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that thing

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the thing people found out before rendi

tepid pewter
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You know, I wouldn't be opposed to making the nightshade tradable

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It was only made untradable probably because of scams and lures

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Due to the self damage

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Should you eat the DEADLY nightshade?