RuneScape has a huge variety of weapons across every combat skill – from swords and axes, to staves, to swamp lizards. But isn’t it kind of weird that all of these weapons essentially behave the same? What kind of weapon do you like?
Weapon Diversity is about fixing that weirdness, and making every weapon feel different. What if casting water spells left behind a little puddle of water? What if daggers were so sneaky they could sometimes hit twice?
How to Join the Weapon Diversity Beta
The beta will go live on June 4th, and run for a whole month. Once the beta is live, this news post will be updated with a link you can click here, once its live sign in with your RuneScape account to start testing.
What to Expect
The beta will run for one month, and we’ll be collecting feedback and rolling out changes as we roll along. Please remember that right now nothing is set in stone – it all depends on your feedback.In the beta, you’ll get to try out 16 different changes and their new effects:
Note: You'll be able to try out tier 92 sample versions of weapons, these have been added as a trade option on Lady Deathknell at the Combat Academy, additionally you can create your own Combat Academy instance with her, allowing you to practice on your own set of training dummies!
We want the dagger to feel sneaky. What's sneakier than a chance to hit twice with every attack? Whilst dual-wielding, this applies to both main-hand and off-hand if there are daggers, meaning that it is possible to hit and then hit with both daggers at the same time.
Effect breakdown - This means that when I hit with anything, there is a chance for the dagger to also attack the target but its "auto" damage. Whilst dual-wielding, this applies to both main-hand and off-hand if there are daggers, meaning that it is possible to hit and then hit with both daggers at the same time. The % chance will need to be playtested but there is a conservative 5% chance right now.
All bleed effects now last 50% longer
Effect breakdown - this applies to Slaughter, Blood Tendrils, and Dismember.
While wielding a scimitar in the mainhand slot, 5% of damage given will be applied as a DoT that lasts for 7.2 seconds. While dual-wielding scimitars, the DoT is increased to 10%.
Effect breakdown - When the player deals a critical hit with any type of attack, 10% of that damage is then taken as a damage over time effect on the target. Only 5% damage is applied if the player has one Scimitar equipped, 10% if they're dual-wielding. For example, if I dealt a critical hit of 1,000 damage, a damage over time would then go on the target dealing 100 damage over 12 cycles, 25 damage each cycle. Any subsequent critical hits should refresh the damage over time duration and add the amount of damage to the pool to be dealt over the time period. For example, if I deal 1,000 damage critical hit, a DoT of 100 is then applied. After 7 cycles, I deal another 1,000 damage critical hit - the DoT is then refreshed to 12 cycles and would then deal 150 damage over 12 cycles.
Effect breakdown - While wielding a mace, 200% of your entire equipped prayer bonus is added to your strength bonus - while dual-wielding maces, this effect would stack to 300% of your prayer bonus.
Effect breakdown - +5 tiers of damage but -5 tiers of accuracy. For example, if it was a level 90 maul then it would have the accuracy of a level 85 weapon but would have the weapon damage of a tier 95.
We really want to emphasize that the short bow is a short-range weapon - so in the beta, attacks made with a shortbow will deal more damage the closer you are to your target (measured in tiles).
Effect breakdown - Shortbows actually deal 6% more damage but you get -1% damage for each tile distance between yourself and your target. (For example, if my target was 3 tiles away, I would be dealing 104% damage. If my target was in melee range, I would be dealing 106% damage. If my target was 7 tiles away, I would be dealing 100% damage)
The shieldbow is a defensive weapon, so its weapon effect adds to its defensive capabilities rather than damage-dealing.
Effect breakdown - Defence abilities cost 20% less adrenaline to use. (This means it only costs 40% adrenaline for defence thresholds or 80% adrenaline for Defence ultimate abilities).
Like the dagger, the 1h crossbow is a speedy, rogueish weapon - and so while using it, you'll get the following:
Effect breakdown - 2% chance whilst using a basic ability to use the same basic ability at the same time (or 1 tick after) which doesn't generate adrenaline or incur a global cooldown on the actionbar.
On the other hand, the 2H Crossbow is unwieldy and heavy. We need it to feel that way in game. Standing still with a 2H crossbow equipped grants an accuracy buff that will remain as long as you are standing still, or will refresh after moving and standing still for another three seconds.
Effect breakdown - After standing still for at least 3 seconds, gain a 5% accuracy buff which doesn't have a timer. If you move, this buff now has a 5 second duration. If you stand still again for at least 3 seconds, the buff is refreshed.
In this beta, throwing knives will have a lower base damage and accuracy - however, using them knocks 0.6 seconds from the global cooldown. They're speedy, but weak!
Effect breakdown - Minus 5 levels in weapon damage and accuracy but the global cooldown is now only 1.2 seconds rather than 1.8. (So a level 70 throwing knife would have level 65 accuracy but level 65 damage values)
In real life, throwing axes are a high-intensity activity, and we wanted to reflect the excitement of landing the bullseye in game. Therefore, while using throwing axes you will gain more adrenaline on your basic attacks. You currently gain 2% adrenaline on an auto attack with your main-hand weapon and 1% with an offhand weapon. With throwing axes, this should be increased to 4% and 2%, respectively.
Effect breakdown - You currently gain 2% adrenaline with an auto attack with your main-hand weapon and 1% with an offhand weapon. With throwing axes, this should be increased to 4% and 2%.
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