Weapon diversity beta
|Release date||4 June 2019 (Update)|
|Subject of testing||Changes to weapon effects|
The weapon diversity beta is a beta version of RuneScape that will be used to test changes to weapons in the game, which are intended to allow them to feel more diverse. These weapon types include those used in Dungeoneering. The beta runs from 4 June 2019 for a period of one month. Much like the Mining and Smithing beta, players' save states are only transferred once.
Players can find training dummies in the Combat Academy in Lumbridge to test weapon effects on. Speaking to Lady Deathknell allows players to access an instanced version of the Combat Academy without other players, where she will also instantly revive you should you die. She also gives away various equipment for free in her shop.
The beta world can be accessed by clicking here. Both members and non-members can access it, and non-members will have full membership benefits while on the beta world. Hardcore Ironmen cannot lose their last life on the beta servers, although an already-dead Hardcore Ironmen would still be barred from logging in on the beta client.
Effects[edit | edit source]
As part of the changes, unique effects have been added to each type of weapon.
Melee[edit | edit source]
|Daggers||5% chance to hit twice with every attack. Applies to both main-hand and off-hand individually, so two daggers could be used and the effect could trigger on both at the same time.|
|Spears||All bleed effects now last 50% longer. Applies to Slaughter, Blood Tendrils, and Dismember.|
|Scimitars||While wielding a scimitar in the main-hand slot, 5% of damage given in a critical hit will be applied as extra damage over time that lasts for 7.2 seconds. While dual-wielding scimitars, the damage is increased to 10%.|
|Two-handed swords||5% of your critical hit will instantly heal you.|
|Maces||Your entire equipped prayer bonus is added to your strength bonus - while dual-wielding maces, this effect would stack to 200% of your prayer bonus, 150% for mainhand and 50% for offhand.|
|Mauls||Increased damage but lower accuracy. +5 tiers of damage but -5 tiers of accuracy. For example, a level 90 maul would then have the accuracy of a tier 85 weapon but would have the weapon damage of a tier 95.|
For daggers, when triggered the main-hand animation is always played, even if it is triggered by the offhand dagger and deals offhand damage.
For spears, Dismember and Slaughter deals 7 hits instead of 5 (40% damage increase). Normally, Blood Tendrils does one hit against the enemy then 4 hits that each deal half as much damage, but with a spear, it does 2 additional half-damage hits in front of the full damage hit (1/3 damage increase). Self-damage is not lengthened and would still only deal 4 hits. Neither of which seem to match an expected 50% increase. Switching out to a non-spear weapon after setting the bleed would still allow it to be lengthened.
Two-handed sword's healing will persist throughout Onslaught.
Ranged[edit | edit source]
|Shortbows||6% more damage, but you get -1% damage per tile between you and your target.|
|Shieldbows||Defence abilities cost 20% less adrenaline to use. For example, defence thresholds will only cost 12% adrenaline and defence ultimates will only cost 80% adrenaline.|
|One-handed crossbows||4% chance whilst using a basic ability to trigger it again at the same time, with no adrenaline cost or cooldown, this chance is increased to 6% when dual wielding.|
|Two-handed crossbows||Standing still for 3 seconds grants a 5% accuracy buff. After moving, a 5 second timer will start after which the effect will end.|
|Throwing knives||-5 tiers in weapon damage and accuracy, global cooldown is 1.2 seconds instead of 1.8 seconds. For example, a tier 70 throwing knife would have tier 65 damage and accuracy.|
|Throwing axes||Attacks now have a 5% chance to bind your target for 3 seconds. If your target is bind-immune, the attack deals 10% more damage instead.|
Instead of 4% and 2%, main-hand and off-hand throwing axes grant 6% and 3% adrenaline.
The shieldbow effect does not seem to work. With one equipped, the abilities are labelled to have lowered adrenaline thresholds, and light up when that lowered threshold is reached, but they still can't be used until the normal 50%/100% adrenaline is reached.
Magic[edit | edit source]
|Air spells||When you have an air spell selected, every hit will increase your armour by 1%. This stacks up to 10% and lasts 10 seconds.|
|Fire spells||5% chance to trigger a free Combust ability. Can occur at the same time as a normal Combust ability. Anything that affects Combust, like the Invention perk Lunging, will also affect this. If the effect triggers again before the previous one expires, it refreshes the duration back to full.|
|Water spells||When delivering a finishing blow, a water globule will spawn where the target died. Walking onto the tile where the water globule spawns heals you for 2% of your max health.|
|Earth spells||When your target is stunned or bound, you will deal 10% more damage to them.|
Ancient Magicks do not count as air, water, earth, or fire spells for this purpose.
The spell effect used is the one of the spell set to the main-hand, though the player may use a different auto attack spell to have its effect apply too. For example, the player may have the fire spells set to abilities, but 4taa with the air one, this means that you get the combust chance on every ability, but every auto attack gives you 1% armour (air effect).
With air spells, each hit gives a stack of the armour buff, so abilities like Asphyxiate and Chain can give multiple stacks if multiple hits are performed. The stacks are gained upon ability initiation, not when the projectile hits. Combust does not give that buff at all. If an attack misses or is meant to deal no damage (Storm Shards, or Shatter without Storm Shards stacks), the buff is not gained. Slayer Dart, Divine Storm, Storm of Armadyl, and Polypore Strike do count as air spells.
With water spells, upon killing an enemy either with abilities or autoattacks with a water spell set to autocast, a pool of "Healing water" spawns, slightly later than drops. It has a "Walk-to" option that allows players to walk next to it. When adjacent or on top of it, the player is healed and the pool is consumed. It lasts for several seconds before disappearing (or when it is consumed). There is a cooldown on how often it can spawn, slightly longer than the duration, regardless of whether it is consumed. If multiple enemies are killed at once, only one pool would spawn. Healing water is consumed even if you are at full health. The killing blow must be an autoattack or ability with water spells, e.g. if the opponent was finished off by damage from Deflect Curses healing water will not spawn.
With fire spells, multi-hitting abilities have the chance to trigger the effect on secondary targets independently.
Staff of Sliske's special attack, Shadow Clone, does not seem to apply any of the spell effects.
Planned effects[edit | edit source]
These effects are planned, but will not be present in this beta.
Melee[edit | edit source]
|Claws||Crits cause a bleed on the target.|
|Rapiers||Chance to not incur GCD on your next attack.|
|Hastas||Gains access to 2h abilities when used with a shield.|
|Longswords||Everytime you miss you gain an accuracy buff for your next attack.|
|Battleaxes||Deal more damage when above 80% adrenaline - damage buff builds up the longer you stay above 80% adrenaline.|
|Halberds||+1 range on all attacks including AoEs.|
|Warhammers||Auto attacks AoE.|
|Whips||Every attack hits enemies in a range 2 cone in front of you. Existing AoEs extend in the direction you’re facing.|
Ranged[edit | edit source]
|Darts||Add stacks to enemy that lowers defence, stacks drop off, affects npc not attacker for group encounters.|
|Javelins||Hits the first 5 targets in a line between you and your target, travels past target. Range is increased to 8.|
|Composite bows||Can move while channelling.|
Mage[edit | edit source]
|Wands||Every critical hit fires off a spell of your choosing (provided you have the runes & you’re on the right book).|
|Books||Boosts spell effects.|
|Orbs||Increased crit chance while the opponent has an active magic damage over time.|
Existing effects[edit | edit source]
These effects are already present in the live game and will not be changed with the Weapon Diversity Beta.
Melee[edit | edit source]
|Defenders||Allows the use of both dual-wielding and shield abilities, and provides a 3% accuracy boost. It also has a 1/15 chance to deflect a hit, reducing it by 50%-100% damage and providing +20% accuracy for the next attack.|
|Halberds||+1 Range on all attacks including AoEs.|
Ranged[edit | edit source]
|Chinchompas||All abilities are AoE.|
|Reprisers||Allows the use of both dual-wielding and shield abilities, and provides a 3% accuracy boost. It also has a 1/15 chance to deflect a hit, reducing it by 50%-100% damage and providing +20% accuracy for the next attack.|
|Chargebows||Does not require arrows.|
Mage[edit | edit source]
|Rebounders||Allows the use of both dual-wielding and shield abilities, and provides a 3% accuracy boost. It also has a 1/15 chance to deflect a hit, reducing it by 50%-100% damage and providing +20% accuracy for the next attack.|
|Smoke spells||Reduces the target's chance to hit by 5% for 10 seconds.|
|Shadow spells||Reduces the target's damage dealt by 5% for 10 seconds.|
|Blood spells||Heals you for 5% of the damage dealt.|
|Ice spells||Prevents creatures from moving for 10 seconds, or players for 9.6 seconds.|
|Opal Aurora||On hit will find all prisms within a 3 square radius of the player and increase their duration by a small amount.|
|Sapphire Aurora||On hit has a chance to find all prisms within a 3 square radius of the player and give a small buff to their ability when they next activate.|
|Emerald Aurora||On hit will give the caster a small Damage Reduction buff. By 1% per stack, up to 5 stacks.|
|Ruby Aurora||On hit has a chance to increase damage output, by 1% per stack up to 3 stacks, to all other players within a 2 tile radius from the caster.|
Known issues[edit | edit source]
- Ultimate abilities could be used without any adrenaline (draining any adrenaline you have) when ability queuing is turned off. Onslaught will actually give you full adrenaline (and immediately draining it to 75% for the first hit).
- The tier 92 maces have wrong stats, and as a fix, if you try to take them you will instead receive drygore mace and off-hand drygore mace.
- The tier 92 shortbow is bugged; with the tier 92 arrows, its autoattacks deal slightly less damage than a magic shortbow, and its abilities deal the same damage as a shortbow.
Trivia[edit | edit source]
- Killing ducks in water with water spells spawns no healing water, even if both the duck and the player are at the water's edge, and will not put healing water on cooldown. Healing water also does not appear when killing the lesser demon trapped in Wizards' Tower despite him having regular drops that can be retrieved with Telekinetic Grab.
- Healing water resembles the Water pool node in Runespan.
- Upon opening the beta version of the client, players will be directed to world 200 by default, but there are actually two beta worlds and it is possible to select world 201 within the beta client. Both worlds are based in Germany.
- A number of features are disabled in the beta client, including God Statues and the Grand Exchange. However, items yield unusual "GE guide prices" when examined. For example, coal stone spirit is considered to be worth 20,010 coins.
- When a Hardcore Ironman dies an unsafe death on a beta world, they would be resurrected on the spot with zero life points, drop all but 3 most valuable items (as if a normal player dying in the Wilderness) and spawn bones beneath them (certain items that are normally always kept on death but can't be dropped, like the muddy skull, are destroyed). Gravestones do not appear. They would then be invulnerable for a few seconds, and then can take zero damage from a hit and die again. Certain actions cannot be done while at zero life points, including eating food and teleportation; being at a bank does not heal you, but resting does, and asking Monks to heal you works. While entering King Black Dragon's Lair is considered a teleport, exiting it is not, preventing players from being stuck in the lair. If dying in the Wildness, they again lose most items and respawn in Edgeville like a normal player. Being resurrected does not cure poison, allowing it kill the player once every few seconds while it lasts.