Runescape finishing abilities

What: A type of members only ultimate ability that acts like a passive when activated until criteria are met to unleash the finishing move.

How: When the players adrenaline reaches 100% one can activate a finishing ability, draining all of the players adrenaline (like other ultimate abilities). Once activated a passive will be visible up in your buffs/debuffs area on screen showing that your finishing move is ready. Once the target’s health falls between .5%-10% of their health (depending on your combat level as well as your targets combat level) your character will operate the finishing move removing any hp the target has left, effectively killing it. This has a 100% success rate (perhaps).

Who: It effects most npc’s, possibly not available for pvp (although I would like it there). Excluded would be high level boss monsters like Nex, the Kalphite King, and Vorago, also excluded would be holiday monsters like Hati or Skoll. Perhaps more could be excluded from being effected by a finishing ability.

Specifics: For any player, if their own combat level either matches or exceeds their target the finishing ability will be operated once the enemies health falls below 10%. For every monster with a combat ability higher then the player the percentage of health needed to operate the finishing ability will be -.5% from the original 10% for every 10 combat levels the target is higher than the player till it reaches a minimum of .5%.
-For example if you have 180 combat and your target has 300 combat, the finishing ability will operate once the targets health falls below 4%.

Types: Each combat class has a 1 handed, 2 handed, and dual wielding finishing abilities. These will be discussed in the next post.

This might be OP but I would like something like this to be integrated into the current combat system, so I thought I would present the idea.

Types: Each combat class has a 1 handed, 2 handed, and dual wielding finishing abilities. These will be discussed in the next post.

For tall npc’s, the player jumps. Beasts will maybe rear up or something. After the move is performed the target staggers and falls.

Melee
– 1 Handed (with or without shield): The player thrusts their weapon through or smashes the targets head.
– 2 Handed: The player thrusts their weapon through or smashes the targets chest.
– Dual wielding: The player gets behind (or on top of for beasts) and slits the targets throat or breaks their neck.

Ranged
– 1 Handed (with or without shield): The player pierces a knee of the beast bringing it to its knees, a chest shot is then fired.
– 2 Handed: The player takes aim and pierces the targets eye, having the ammunition appearing out the other side of the head.
– Dual wielding: The player fires a volley of arrows, each impacting the target greatly so that it staggers several times before it falls.

Magic
– 1 Handed (with or without shield): The player controls the npc to kill itself.
– 2 Handed: The Runescape 3 Gold player forces the targets head to the ground and wrenches it from place.
– Dual wielding: With both hands the player causes the target to disintegrate.

Ultimate abilities are not necessarily supposed to be finishing moves. They are simply supposed to do a lot of damage. One point of this is a more animated death, while (possibly) not much different from ultimate abilities in the amount of damage it will do it is different in the way the target dies. Perhaps slow motion could be added to make it more dramatic. The other purpose is that it doesn’t waste adrenaline. While ultimate abilities can be used to finish a monster off, it often wastes adrenaline. This potentially uses adrenaline more efficiently when killing monsters.