Evolution of Combat

The Evolution of Combat is a scheduled complete rework of how RuneScape combat works. This update will be set up as a beta for users who want to test it out early, signups for which will be open from 1 June 2012. The actual update is estimated to take place in September, but this is subject to change. Any player who has been a member for 12 straight months will get access to the beta once it begins. Jagex will also select 50,000 other members who signed up and didn't get access instantly.

Players using the beta will be using a cloned version of their actual accounts, accessible only on the beta server. Players on the beta server will have access to the Beta Shop, which will provide all levels of combat gear for free, for players to test. This gear will not be transferable to the main servers.

Video One
On 1 June 2012, Jagex posted a YouTube video detailing the June Behind the Scenes. This video included a mention of the combat update, starting at 01:15.

In the video, it could be seen that there are two distinctive types of melee hitsplats; it appears that those with red backgrounds are damage dealt with abilities, and those with transparent backgrounds are normal hits. A new type of hitsplat is also shown.

The combatants are shown to wield a rune 2h sword, dragon scimitar, what seems to be a plain longbow, bronze crossbow and staff differently than how they are wielded now. The "punchbag", the computer used to show off the abilities on, appears to be attacking with a dragon defender wielded in the right hand.

One of the melee combatants is also shown to be able to kick the opponent while wielding the weapon, as well as doing some form of shield-bash, both of which stun the opponent with a new animation. The life points bar above the character's head is shown to fade from green to yellow then away rather than disappearing abruptly when out of combat.

Both the ranger and the mage are shown to teleport for short distances with the warrior showing a similar dash attack as part of the shield-bash.



Video Two
On 8 June 2012, Jagex posted a youtube video. This video included a mention of the combat update, starting at 1:40. The commentary is with Mods Chris L. and Hunter. In this video the new hit splats were discussed, confirming that the "no background" hits are normal auto-attacks hits, as well as the red background hit splats being ability hits. They also discussed some updated interfaces.

A new main interface, called the main tab was introduced in this video (image on the right). According to the commentary in the video, this new interface will be located in the top left of a player's screen along with a player's "chat head". The chat head has not yet been detailed. From this main interface, you will have acess to your target's information, which can either be a player or an NPC. The information displayed will include their weaknesses, which will be located in the top right hand corner opposite their head icon, the target's Life Points percentage, their combat level, active prayers, and any positive (green outlined) or negative (red outlined) effects that are currently active on the target. On the bottom, it will show the player's own Life Points, as well as any positive or negative effects the player may currently have. Positive (green outlined) means that a stat is boosted above it's regular level--known as a buff. In most cases, negative (red outlined) means that the stat is below it's regular level--known as a debuff; however, there are other red outlined negative effects that are not stat debuff's, including stun, bleed, and burn effects. Located at the bottom of this interface is an auto-retaliate toggle (named simply, "Retaliate"), and a button leading to the Combat Experience interface.



Another new interface that also been revealed is the Combat Experience Sub-Tab. It can be accessed by pressing the "XP" button on the main tab, and it will allow the player to control how their XP is gained for each of the three combat styles. The interface is seperated into three mains tabs: Melee, Ranged, and Magic. Each tab has 3-4 experience style toggles that can be activated, which will allow the player to gain certain types of XP. Based on the given information shown in the video, the toggles for each style are completely independent of each other--for instance, in the video, Attack (melee), Ranged/Defense (ranged), and Magic/Defense (magic) were all active at once, which are all different styles.

The example character in the video was shown to be using magic auto-attacks (which appear to be graphically updated water based attacks), with an bronze sword equipped. They character also uses a few magical abilities (one of which is the "choke" ability), and uses at least one melee ability--a stab to the belly that causes bleeding. Based on our available information, all of the abilities are Basic to Threshhold, as all of the abililty effects shown in the video (stun, bleed) are caused by Basic to Threshold level abilites.

Also, a new icon for protect from melee was shown in the video, and it was hinted that we will hear more about the combat level rework, as a 139 character was part of the video and that level is currently un-obtainable (The maximum is currently 138).

Changes to hit splats
The hit splats for auto-attack damage do not have a red background--they are merely static numbers without a background. Hit splats for abilities will have a red background. This was confirmed in the second combat evolution behind the scenes video.

Weaknesses
Along with the new interfaces, weaknesses and buffs will now have a more prominent effect on gameplay. According to | Combat: Buffs and Weaknesses, "There’ll also be changes to a whole host of RuneScape inhabitants to ensure that when a creature is weak to fire damage or stronger against ranged attacks, for example, it will have a more significant effect - particularly on your combat style and equipment setup." From what is shown in the second youtube video, weaknesses will be represented by icons in the main tab interface, opposite the target 's head icon--the player's weaknesses will also be located opposite his or her head icon. Currently, only one weakness has been shown per target/character.

New Effects
Some confirmed effects include damage over time (DoT) and temporary damage boosts. The currently confirmed damage over time effects include burn and bleed, similar to the current poison effect.



New Abilities
There will be three levels of the new abilities: Basic, Threshold, and Ultimate. These offer offensive and defensive boosts and damage to replace Special attacks. Some of them would have Attack, Defense, Strength, Ranged, Magic and Constitution requirements. Some of the popular special attacks will be adapted into the new system. For example, the Slice and Dice special attack of the dragon claws will be reworked into the Flurry ability, available to a range of small weapons. Two-handed weapons will also get a set of abilities - such as the Armadyl godsword special, which cannot be performed with smaller weapons. It is mentioned that weapons popular for their special attack, like godswords, would have their stats boosted to compensate. You will unlock abilities by leveling your combat skills such as attack, defense and magic, exluding basic abilties.

Basic Abilities
There are no requirements to use Basic Abilities. Some abilities include stun, spell cast interruption, critical hit, damage over time, multi-targetting, and damage-reduction.

Threshold Abilities
Threshold Abilities have requirements to use and are a step-up from Basic. Some abilities include rapid fire, area of effect damage, damage reflection, and multiple spell casting.

Ultimate Abilities
Ultimate abilities are incredibly powerful and will have the highest requirements and include a range of damaging attacks such as "Meteor Strike", "Deadshot", and "Tsunami," as well as "lifesaving effects that could completely turn the fight around." Not much more is known about the Ultimate Abilities. Words says it that this is the new special attack and magers can hit over 5000's with this kind of attack.

The aforementioned magic ability, which hit a 2,500 and looks like a water sphere shot at the opponent, is currently the only known Ultimate Ability. However, the 3,000 hit performed by the ranger is not mentioned as such. Also, the warrior does a move that looks exactly like the image that represents Ultimate Abilities on the new abilities page.

Confirmed Updates

 * Mod Rathe has confirmed that a ranger and mage version of Turmoil will be released, named Anguish and Torment respectively. All three will unlock at the same prayer level. No other information has been given.
 * Mod Pi has hinted that more ranger and mage equivalent versions of Ancient Curses and Standard Prayers will be released.
 * Rigour and Augury will now unlock along with Piety upon completeing the knight waves. All players who bought Rigour and Augury through will have their points refunded, and Rigour and Augury will be removed from the Dungeoneering shop.
 * Mod Pi has confirmed that saps and Leeches from the Ancient Curses prayer book have been reworked and will "...most definitely do what they are supposed to do now." What is going into the actual rework is unknown, but it has been confirmed that Leech Magic will now work with combat spells.
 * Updated character models, with detailed hands, including fingers and thumbs, and more points of articulation along the spine and other improvements. (confirmed; more "backbone" for better animations and to allow sheathed weapons to get closer to the character)
 * The ability to sheath weapons (confirmed).
 * Video 3 confirms that the magic spellbook will change into an abillity book, wich contains all new combat abillities.

Speculated Updates
Currently from the images Jagex has released, as well as update hints, the following updates could be released:
 * Facial expressions.
 * The ability to unequip your shield by putting it on your back.
 * Attack options, Spellbook and possibly more Merging together.
 * Combat level cap raised to at least 139.
 * New 'Action-bar' which allows actions to be put onto it, and activated using the number keys.

Expected Updates
This is a list of expected updates as stated in "Og Blog: Evolution of Combat."

In the second Og Blog, more information was mentioned. This blog was focused on the objetives of player based skill, fun, equipment rework and more, [|Og Blog: Skill, Variety and Fun]
 * Refocus combat around player skill - Combat will be more oriented on player skill, rather than navigating interfaces.
 * Encourage variety in combat equipment - We want you to be thinking carefully about the equipment you choose for any given situation, tweaking and making alterations according to your enemy’s strengths and weaknesses. The problem is, at the moment, there aren't many reasons to change from your favourite weapons or armour. We’d like to give you those reasons.
 * Make it fun! - There’s room in combat for situations that require a greater deal of attention and skill to overcome, hopefully making it more fun. In these situations, you'll be rewarded for your efforts with more XP. In-game combat - particularly training on standard enemies - currently involves clicking on a creature and waiting. We'll do a whole lot more to make these situations challenging, rewarding and - ultimately - more fun.
 * Make it easier to access - Several combat options (special attacks, combat styles, spellbooks) are tucked away, hard to access, or on various different interfaces, so we’re planning to bring all those options together.
 * Give rangers and mages a fighting chance – The combat triangle can be less of a triangle and more of a pancake – flat and a little out of shape - with melee dominant in training and PvP situations. Let’s put rangers and mages firmly back on that triangle.
 * Fill the gaps in existing equipment tiers – We’ve got an opportunity with the Evolution of Combat to plug holes in the tiers of combat equipment. Magic 'armour' is rare, and generally caters for a small level bracket, while melee and ranger sets are missing gloves, boots, etc.
 * Encourage challenging fights - We’d like the most challenging, rewarding and fun creatures to also be the most efficient creatures to fight. At the moment, it can seem more efficient to train on creatures that deal little damage and go down without a fight.
 * Fix the relationship between Defence, life points and damage outputs – Your ability to heal damage, through food or similar mechanics, should be comparable to how much damage you receive. That’s not quite true at the moment, and we’d like to address that.
 * Allow players’ combat levels to truly represent their ability – The combat level calculator is complicated and encourages players to not train certain skills in an attempt to create a false impression of their damage potential (pures).
 * Simplify the code and balancing – Simplifiying the code will allow Jagex to make high-level (85+) equipment faster and easier.
 * Be brave, but be traditional where possible - We are a game with a proud heritage and a player base with clear expectations of the game they want to play. We don’t want to make a game that we can’t even recognise anymore.
 * Additional on RS forums; Jagex Talks Combat - More Info