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Mod Shauny

Mod Shauny

Jagex Moderator Forum Profile Posts by user
Please use this forum to give us feedback on the Weapon Diversity side of the beta that's gone live!

Full list of changes below!

- Shortsword - Reduce your maximum hit damage by 1% but increase your minimum hit damage by 3% (stacks to 2% reduced max and 6% increased min for dual-wielding shortswords)

- Rapier - Chance for your abilities in combat to not incur a GCD on your next ability, 2% with a single rapier equipped or 5% with dual-wield rapiers

- Hasta - Ability to use 2h weapon abilities whilst equipped.

- Claws - While wielding claws 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 claws, the damage is increased to 10% (This is the current Scimitar effect that was on the previous Weapon Diversity BETA)

- Scimitar - For every 5% missing health on your target, you have a 0.5% increased critical chance. This effect is doubled if you're dual-wielding scimitars. (At 5% health on target, the player should have +9.5% chance to critically strike, with two scimitars this increases to 19%.)

- Longsword - When you miss with an attack, gain a 5% accuracy buff for 10 seconds. (If
you miss whilst the buff is active, the countdown is refreshed)

- Battleaxe - Deal 0.5% more damage for every 2% adrenaline above 80%. (This effect would apply AFTER adrenaline costs have been taken. Stacks if both weapons are battle axes to 1% every 2% adrenaline)

- Warhammer - Basic abilities and auto attacks will now hit all enemies around the target you're attacking. Note: This requires the warhammers to have be dual wielded to benefit from this effect


- Staff - Your ultimate abilities can no longer miss and when you cast an ultimate ability, you gain 5% accuracy for 20 seconds.

- Wand - Critical strikes reduce the cooldown of Magic abilities by 1 second.

- Orb - 5% chance to save the runes spent when your chosen spell effect occurs. In addition, we are making the Normal Spellbook spells spend runes when their effect happens to be consistent with the Ancient Spellbook.

- Book - 10% (multiplicative) increased chance for your spell effects to occur.


- Dart - Deal 5% (or 10% if dual-wielding) more damage to poisoned targets.

- Javelin - Hits all targets between the player and your target for 100% damage dealt to primary target. For example, if the player was throwing a Javelin at a target 5 squares away dealing 1,000 damage and there were two NPCs in a line between the player and the target, they would be hit for 1,000 damage in addition to the primary target.
Changes made to the first batch of weapons from Beta #1

- The Maul effect has now been applied to the Terrasaur Maul
- Shieldbows now require less adrenaline to activate, but the cost remains unchanged - so a threshold can be triggered at 40% but will still cost 15%, and an ult can be triggered at 80% but will use all adrenaline available, perks and boosts will reduce this as normal.
- Spear - The boost of this is now 40% longer - the spear always was this due to rounding, but we've now changed it to exactly 40% to reflect what was actually happening
- Maces - Prayer bonus was reduced to 150% from mainhand and 50% from offhand, when dual wielding this bonus goes to 200%.
- Throwing axes - Attacks now have a 5% chance to bind your target for 3 seconds. If your target is bind-immune, the effect instead deals 10% more damage.
- We've reduced Earth Spells damage boost by 10%.

If you want to read a list of all other weapon changes from the first beta click here!
Mod Shauny - RuneScape Community Management - Goebies! - @JagexShauny
I love Clans!

30-Jul-2019 11:12:57 - Last edited on 30-Jul-2019 13:43:54 by Mod Shauny

Oct Gold Premier Club Member 2013


Posts: 5,874Rune Posts by user Forum Profile RuneMetrics Profile
It's neat to hear that you've both revamped useless effects from the first beta as well as ones that might've been to strong.

Current list of stuff sounds interesting and I am looking forward to test it later.

As for interest: As what kind of weapon they blowpipe would've been classified? Is it completely unique (without an effect for now?) or does it share effects with another class?
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31-Jul-2019 11:52:25

Aug Gold Premier Club Member 2009


Posts: 1,905Mithril Posts by user Forum Profile RuneMetrics Profile
wouldnt the rapier effect or longsword effect be more suitable for the khopeshes?
id like to be able to max hit with it :v the 2% reduced damage looks kinda unsatisfying unless the effect is stronger than those 2 idk, i prefer max hits

31-Jul-2019 12:18:35

Jan Member 2006


Posts: 23,624Opal Posts by user Forum Profile RuneMetrics Profile
Everytime I try to login, it just gives me the "Logging in - Please Wait" message and then eventually times out. Can't login on beta for some reason.

Closed Eyes
I §ee

31-Jul-2019 12:48:12

Sep Gold Premier Club Member 2016


Posts: 21Bronze Posts by user Forum Profile RuneMetrics Profile
Could you please make these weapons augmentable? It is such a pain to try them out when they aren't augmentable.
you can't test them at bossing because the values because of perks will just be off.
with keybinds they unequip so easily when you don't want them to.

for this beta to function properly this is just 100% needed

31-Jul-2019 13:06:02

Oct Gold Premier Club Member 2006


Posts: 8,058Rune Posts by user Forum Profile RuneMetrics Profile
With what we have in game now, orb and book effects should be exchanged.
"We are all different people all through our lives and that's okay, that's good you've got to keep moving so long as you remember all the people that you used to be."
~ The 11th Doctor (Doctor Who)

31-Jul-2019 13:33:03

2   2 5
Nov Gold Premier Club Member 2003

2   2 5

Posts: 17,020Opal Posts by user Forum Profile RuneMetrics Profile
Mod Shauny said:

- Warhammer - Basic abilities and auto attacks will now hit all enemies around the target you're attacking. Note: This requires the warhammers to have be dual wielded to benefit from this effect

Can we make this effect apply to barrage spells on magic? The spell auto cast already works like that, but abilities only target the main target.
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31-Jul-2019 16:09:26

May Member 2019


Posts: 9Bronze Posts by user Forum Profile RuneMetrics Profile
I liked the changes, more utilities, but (for me at least) I'm not super smart at switchscape, not with about 6-7 items at least, I just imagine later with all the improvements, the suggestion that I have even seen in some place would be to put another space for secondary weapons equipment, this you could not switch into combat but could delegate to use when activating specific combat abilities, for example a 2h melle in the new space you can use "Quake" while still using a dual drygore, I mean, its not hard to do it now, but for many swiths feels kinda clunky, ist just a sugestion and idk how hard wuld by to implement O_o
(sorry for bad inglish btw kk)

31-Jul-2019 16:29:10

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