|Navigation: RuneScape Wiki >> Game Guide >> Beta >> Evolution of Combat Beta|
|This article contains information about content that was in beta testing, and has since been applied to the live game. The information in this article may therefore be out of date and does not necessarily reflect the content of the live game.
This page will no longer be maintained with current information but is here for historical purposes.
For details on the live game, please refer to the Game Guide.
|The current beta content can be accessed here when available: Beta.|
|The live game may be accessed at any time here: Game.|
Any feedback that you have on the BETA and the combat changes should be added to the Combat Discussion forums. There are several different forums, so make sure you add your feedback to the correct section.
First discussed at RuneFest 2010 and then covered more completely at RuneFest 2011, the Evolution of Combat project was launched based on the feedback of players from forums, RuneFest and other channels. Spearheaded by Mod Chris L and Mod Rathe it was designed to rework the combat system, removing the need to constantly switch interfaces, to balance the combat triangle and produce a system that relied more on player skill.
The origins of the issues with the combat triangle were endemic in the game due to the development of combat in RuneScape Classic. Originally Melee was the main method of performing combat. Ranged and Magic were, in RuneScape Classic, seen much more as support skills than a play style. The introduction of the Combat Triangle was a key feature in RuneScape 2 and was explained at the time. However, the data from RuneScape 2 showed that the system remained unbalanced - something exemplified by releasing a wider variety of melee-based gear than those for other styles (to match the mostly Melee-based audience) produced a system which was unbalanced.
Naturally there are some imbalances (such as the 2 skills for Melee compared to 1 for Ranged and Prayer) that remain. In addition, the effect on Summoning familiars may prompt future changes (an 'Evolution of Summoning' was raised as a theoretical possibility).
Other changes such as the move to abilities reflect a desire for increased skill. By ensuring players always have a choice about what to do during combat it was hoped that more skilful players would master the system.
Given the drastic nature of the changes, like RuneScape 2 itself, the Evolution of Combat was initially launched as Beta update on 26 June 2012. Following several months of testing by players, involving forum-based feedback, targeted events for certain Activities such as Castle Wars and a survey (with a reward in the live-game to motivate players to complete it), the system was released on 20th November 2012.
Changes made as a result of player feedback include:
The combat interface shows various aspects of yourself, and your target. It is advisable to keep this open so that you know what is going on during your battle.
Some aspects labelled above that need explanation are as follows:
The Ability Book interface shows all of the abilities you can perform using adrenaline.
All of these abilities can be added to your action bar in any order that you wish.
Abilities are split into categories depending on the skill they use, and each skill has its own tab. Tabs are shown on the top of the interface (Melee, Ranged, Magic and Defence & Constitution).
Clicking a tab will expand it to show you the abilities or spells available. Some tabs are split down further to allow you to find specific abilities and spells more easily.
Hover over an individual ability to see it's description, what requirements it has, how much adrenaline it costs (if any), how many runes it requires (if any), and the cool down time required.
The tabs are as follows:
|Tab||Abilities & Spells|
Defence & Constitution Abilities
Magic Abilities and Spells
All of these abilities can be added to your action bar in any order that you wish.
For more detailed information on abilities available, please refer to the Ability List.
Image:combat bar.png You can drag an ability to your action bar by left-clicking the icon from your Ability Book and dragging it to your action bar. You can remove an ability by dragging it on to the trash can icon, or to remove all of your abilites from the action bar, right-click the trash can and select "Clear-all". Note that you can also drag items, such as food, from your inventory onto the action bar.
Once you have abilities on your action bar, you can left-click them (providing you meet the ability's requirements - these are a more vibrant colour, unusable abilities are dulled) or use a keybind to activate them. By default, keybinds are 1 through = on your keyboard, but you can change these by right-clicking a keybind on the action bar, choosing "Customise Keybind" and then pressing a key on your keyboard. Valid keys are A-Z, 0-9 and the symbols -=/\#';,.
You can have more than one set up for your keybinds. There are 5 available action bars for you to customise, giving you - potentially - 5 different builds. To navigate through these, press the up and down arrows on the right of the action bar. You can also hold shift (by default - this can be changed) and press the equivalent number to change between action bars.
To lock your ability choices and prevent them from being moved around, press the lock icon. Locking the action bar also removed tooltips. Press it again to unlock your abilities.
When you hover over a combat item within your inventory, details on the item class, any bonuses it offers, what speed it is (for weapons), and whether or not it is a members item will be shown in this overlay.
You can find out more about this interface in the main game backpack inventory section.
The 'Equipment Stats' button at the bottom-left of this worn inventory menu will bring up a screen showing what you are wearing and all of the bonuses and modifiers to your combat statistics.
In particular, the interface shows the damage, accuracy, critical bonus, speed and weapon type of each of your weapon(s) and the cumulative rating of your equipped armour. You are also shown any life bonuses or prayer bonuses that your equipment offers.
If you do not have a weapon in your offhand (perhaps you are carrying a shield, or a wielding a two-handed weapon), then the offhand section will be blanked out.
You will find that different combinations of equipment will give you different bonuses up and down, dependent on that particular item's strengths or weaknesses.
This interface also allows you to see your offensive and defensive stats against a person or NPC of a similar combat level to you.
While this 'Equipment Bonuses' screen is open, you are also able to hover over items on the interface to look at their 'Stats', or hover over items in your inventory to 'Compare' that item with the one your have equipped.
Main article: Prayer
Prayer is a skill which works best alongside your primary combat style (be it Magic, Melee or Ranged). Through the use of prayers you can temporarily increase stats, reduce damage, and protect against various attacks.
To view what prayers are available to you in game, simply click on the Prayer icon. This can be found either at the top-right corner of the in-game menu (windowed mode) or at the bottom-right of the screen (resizable or full-screen mode). You should now have a list of all the prayers, with those currently available to you being lit up.
Each of the prayers can be turned on or off individually, and while in use will grant your character the advantages as listed above. To activate a prayer, left-click the icon in question and it will have a light appear around it, which lets you know that the prayer is in use. To deactivate it, simply click on it again.
So you can only use one attack-method prayer at a time (Attack and Strength combined count as melee-style here), and only one Defence prayer.
Any active prayers are displayed on the Combat interface.
While any of your prayers are active, your prayer points will start to slowly drain towards zero. The more prayers you use at once and the more powerful they are, the faster your points will be drained. When you run out of prayer points, all prayers will automatically stop working and you will need to either pray at an altar or drink a Prayer potion before you are able to use them again (if you die this will also reset them). As your Prayer level increases the amount of prayer points you have available to you will also increase. Note that any reduction to your Prayer skill itself will naturally heal over time.
Two is better than one! Players can now dual-wield weaponry to dramatically increase their damage output. A whole host of new "off-hand" items have been added to the game, which can be equipped in the left hand, to enable you to wield two weapons at once. These include daggers, scimitars and maces, but also ranged weaponry too! Crossbows can now be dual-wielded, along with other ranged weaponry favourites, such as throwing knifes and darts.
Make-x is a system that controls how items are made within the game. It is accessed by interacting with items, furnaces, anvils, obelisks, tools and many other methods that are involved in the creation of new items.
It is made up of three main sections:
The tool choice menu shows you all of the tools that you can use with that particular item. In the example to the right, you can use a tinderbox on the logs to make a fire, use a knife on them to make arrow shafts, or use the logs on a bonfire to make it last longer.
If a particular tool can produce more than one item, you are then taken to the production interface. In this example, clicking on the knife will bring up the production interface allowing you to choose from arrow shafts, shortbow (u)s, longbow (u)s or wooden stocks.
The tool choice menu will also show you what type of XP you will be given for your choices.
The production interface can be accessed by:
When the production interface first opens it will try to select a recipe by default, based on your stats and what you’re holding in your inventory. It will also remember what the last recipe you created was, so you can more easily find what you were just doing.
The interface is divided into two panels. On the left you can select recipes to make, and on the right you’ll be able to see all information on a selected recipe.
Here you can quickly see what items you can and cannot make, and why.
Mousing over a recipe will show you its name and the border around the item will reveal whether you can make the item and why. This panel will also show how many of the items are made per set of ingredients.
|Items you can make will have a golden border||Item you meet the requirements for but don’t have the ingredients will be greyed out|
|Items you don’t meet the requirements will have a lock on them||On free worlds, items you need to be a member to make will have the members icon on them.|
Above the items list you will often find a dropdown list, from which you can pick other recipe lists related to the one currently on display. For instance, in the above image, you can use the dropdown list to select a different wood to work with.
On the right hand panel you can find all the information on what you need to make the currently selected recipe, as well as its value.
|On the top right of the panel you will find an button which allows you to find out extra info on any item. This will show you the item’s description, any bonuses given when equipping the item (eg. attack bonuses on swords), and any bonuses given on using the item (eg. stat boosts when drinking potions).
In this area there is also the button where you can adjust the tool you have selected if you have accessed the make-x system from a particular material.
|Under the value header you will find several icons:
|Under the requirements header you will find all the requirements needed to produce this item, including skill and quest requirements, and whether you’ve met them. If you hover over the skill requirements, a tooltip will show you what your current skill level is.|
|Under the materials header you will find a list of all materials required to complete each recipe, and whether you’re currently holding enough to make anything. If you hover over any of the materials you will get a tooltip letting you know how many you are currently holding.|
|You can select how many of an item you wish to make by using the slider bar, the +/- buttons or entering a number directly into the number display.|
When you are ready, press the big blue button at the bottom of the interface to begin making your items.
Once you’ve started making an item, a small dialog will appear on screen with details on how you current production session is going. It will show you how many items you've made, how many are left, how long you have to wait for the current batch to be done, and the total XP received so far for the items you've created.
You can interrupt the current production at any time by clicking the cancel button or by moving to another location.
|Quote (said by: Mod Mark)
|[We] are greatly reducing the Combat XP for fighting creatures more than 30 levels below you. Drops and Slayer XP will remain the same. As I mentioned above, all NPCs are being rebalanced with this in mind. [...]
Since we don’t have any top-end training creatures in the game yet, players with a very high Combat level will find this 30 level range increased to 50 - at least until we release some bigger training dungeons! You’ll still be able to train on creatures that are much less powerful than you, but training on things like rock crabs and cows will now only be effective at low levels - as it should be. We will be adding faster and more numerous spawn points all over the game to cope with the change.
|Quote (said by: Mod Rathe)
|The XP reduction kicks in based on comparing your offensive stat to the enemy Defence level, and in fact does not use your overall combat level. Here is an example:
|Quote (said by: Mod Mark)
|Perhaps one of the most contentious aims set out for the rework was to address the combat triangle. Firstly, it’s worthwhile pointing out that RuneScape has always been a melee-centric game, by which I mean that melee has always been the easiest, most accessible combat style to engage with, and 95% of the NPCs in the game are melee-based creatures. Rangers and mages have always had advantages in rare, self-contained situations in the game, but mostly it’s all about the melee combat. That’s our fault and it’s all about to change - but by raising the effectiveness of a ranger or mage to the level of a melee fighter; not by nerfing the melee user.
We’re also changing your base effectiveness against opposite points of that combat triangle, so – for example - mages will find themselves at a huge advantage over melee targets, both in PvP and in PvE. That’s the same for rangers vs mages and melee vs rangers. One of the great things about RuneScape is that it doesn’t force you to only adopt one combat style,and you should be given plenty of opportunities to make good use of each. We’re changing a huge number of NPCs to start using range or mage skills rather than only using melee, so, if you’ve got specific targets you wish to fight, you might want to change your combat style to be as effective (and efficient) as possible against them. Of course, every player (with the right stats) will have access to every single ability and tactic available...it’s just up to you when and where you use them.
Everyone who signed up for the beta, who has a confirmation email from us, can access the beta right away. You will also need to have current, active membership to be able to log into the beta.
Members will be able to access the beta on weekends.
There are a few key differences from normal RuneScape worlds:
As you will have seen, the new combat level calculation is:
2 + Defence + X = Combat Level X = The highest of either Attack, Strength, Ranged or Magic
Therefore the new highest combat level is 200, and the new lowest is 4.
What we wanted to achieve with the new calculation was to streamline it, so making it easier to gauge how difficult your target will be to fight.
While Prayer does make a big difference to the outcome of a fight, ultimately either someone has it or they don't and you'll soon see if they do when they use it. To this end, we felt people who are serious about their combat would all have the necessary Prayers. In a system where everyone has something, featuring it in the calculation doesn't really help anyone, and so for the sake of streamlining, Prayer was dropped from the formula.
In regards Constitution, while again it does make a difference, in the new system they don't make enough of a difference to warrant a place in the new formula. A maxed out player in the best gear will have 990 Lifepoints from their Constitution, but will be getting around 15,000 Lifepoints from their equipment. - Outdated information due to life point reassignment - needs correction - DSquirrelGM 31-Oct-2012 07:20 GMT
Summoning has largely been left to one side for now, as we wish to re-visit the skill with an overhaul of its very own in the future.
We hope the new combat level will give people a clearer view of what their target is capable of. With the new level of balance we hope to bring to Melee, Range and Mage, and the reinforcement of the combat triangle, having 99 in Attack, Strength, Magic and Range won't provide you with an advantage over someone with only 99 in one corner of the combat triangle. Armours now feature heavy negative penalties for attacking with the wrong style while wearing them, so having 99's in all the corners of the combat triangle will not present an advantage during a fight. Where having 99's will be an advantage, is giving you the choice as to what style of combat you want to use before a fight.
This shows what combat style the equipment is suited to. For weapons, this indicates which combat skill will be used when fighting. For armour, this indicates the effectiveness it has against different combat styles based on the combat triangle.
Melee armour will defend best against ranged attack, worst against magic attacks and average against melee attacks.
Ranged armour will defend best against magic attacks, worst against melee attacks and average against ranged attacks.
Magic will defend best against melee attacks, worst against ranged attacks and average against magic attacks.
Armour will also affect your accuracy when using different combat styles. For example, wearing melee armour will not affect your chance to hit with melee weapons but will lower your chance to hit with ranged weapons and even further lower your chance to hit with magic.
If you look on the target side panel, it shows you what a creature is weak to. A creature could be weak to crush, or water magic, or arrows etc. If you use the exact type the creature is weak to, you will have an increased chance to hit, in the region of an additional 15%.
|Localised Versions of Evolution of Combat Beta|
|Evolution des Kampfes (Update)|