I do very much agree that there are major problems with the current combat system in RS2. Below are my thoughts on how to fix combat. My wording is not always the best so I have summarized my main points into the titles of several hide brackets containing said subject. [hide=Strength bonuses should be based on weapon speed]The problem is that strength bonus is not effected by the speed of the weapon. Thus a though a faster and a slow get the same bonus absolute weapon damage, a faster weapons's bonus weapon damage relative to it's speed will always be higher. Weapons should be given a damage value and a speed value, such that they can be given a damage per second value. Then make damage bonuses be added directly onto the damage per second value, thus making the damage bonuses both from strength level and gear all have an equal bonus to weapons of all speeds. Weapons with the same metal type should all have the same damage per second value, except for two-handed weapons which should be slightly higher due to the second hand being used for attacking instead of defending. This way each weapon will have it's own advantages/disadvantages in terms of 4 basic categories, metal, one-hand vs two-hand, hard hitting with slow speed vs medium hit with medium speed vs low hitting with high speed, and slash vs stab vs crush.[/hide][hide=Damage Curve should open down, not up]From my experience the damage curve looks something like the graph below, where the x-axis is the damage from 0 to max hit, and the y-axis is amount of times the particular damage was hit. Above graph is a rough sketch of actual melee combat data. Done in f2p with Rune Scimitar and Amulet of Power. Had about 80 Attack and 80 Strength at the time and was fighting Ice Giants. Recorded damage from over 900 swings. 22.5% 0s 6.1% 1s ... 3.4% 16s (Max hit) Average damage per swing: 6 or 37.5% of max Admitted not the best test, but still gives some decent data to give a rough idea. The graph below is what I think the damage curve should look like. Start with a reasonable miss change, maybe 5%. Then increase chance to hit to a certian point and then decrease. Have the average hit be somewhat between 60% to 75% of the max hit. Hitting lots of 0s and low numbers is annoying. Also hitting highs and lows so randomly is annoying too.[/hide][hide=Change in damage curve means more HP needed, and exp reduced per damage]Having increased overall damage done with the change to the damage curve, HP values would have to be changes, maybe to 3 or 4 times your HP level. Added the possibly of gear that added more HP, not too much more HP though. All food would have to be increased in effectiveness. Also, higher damages means Exp per damage would have to be decreased.[/hide][hide=Then now Attack, Defense, Magic and Ranged need reworking?]All these skills would have to be changed in how they work, not exactly sure how though. Higher Attack moves damage curve peak more toward max hit? Higher Defense moves the whole damage curve slightly left, thus reducing the max hit? Higher Magic increases magic damage? All magic and ranged items(and spells) given magic/range 'strength' to increase damage just like normal strength is to melee? (Might have to tweak base damages then with this.)[/hide][hide=Other tweaks could be helpful]Combat runes(mind, chaos, death, and blood), should cost much less to make training magic viable combat spells more cost-effective. Magic armor should be increased in value to raise mage risk in PKing with now decreased rune cost. Protect Prayer should be make a much less viable option, or even better, make it unusable while attacking.[/hide] Not prefect ideas, but I think, worth a thought.