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The Evolution of Combat: BETA discussion


Leon S

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Chaotic rapier vs longsword? Both! :shades:

 

Couple of things, I don't know if it's a different menu because he was holding a key, but the tooltip says wield offhand dragon scimitar. Potential for turning every dragon weapon now into a rare drop? I like that idea.

 

Also, noticed that potato... :rolleyes:

 

edit, on the hybrid dual wielding.. Did TDs just get a lot easier?

 

Oh god yes. This might make up for the armour switching penalties.

 

Also,

 

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Dual wielding crossbows throws me through a loop because of how unrealistic it is but I guess the "it's a game" excuse works.

Because dragons and giants are realistic, right?

Yes, they are. In the sense that they are consistent with the laws of the game universe as far as we know. We also know most basic laws of nature seem to be in effect, which begs the question how we are able to reload a crossbow without hands.

You could have some kind of metal grooves or notches on your belt/thigh and push the crossbow string down onto those. Idk. That made more sense before I thought about it.

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Well, let's post the rollover info again.

 

Dragon Spear: Damage - 624, Bonus - 600, Style - Stabbing, Class - Melee, Speed - Fast

Dragon Scimitar: Damage - 257, Bonus - 600, Stiyle - Slashing, Class - Melee, Speed - Fastest

Dragon 2h: Damage - 624, Bonus - 680, Style - Slashing, Class - Melee, Speed - Average

Abyssal Whip: Damage - 300, Bonus - 700, Style - Slashing, Class - Melee, Speed - Fastest

Polypore Staff: Bonus - 800, Style - none, Class - Magic, Speed - Average

Crystal Bow: Damage - 392, Bonus - 700, Ammo - Thrown, Class - Ranged, Speed - Fast

Rune Crossbow: Bonus - 500, Ammo - Bolt, Class - Range, Speed - Fastest

 

Enhanced Excalibur (Offhand Whip equivalent): Damage - 300, Bonus - 700, Style - Slashing, Class - Melee, Speed - Fastest

Offhand Dragon Scimitar: Damage - 257, Bonus - 600, Style - Slashing, Class - Melee, Speed - Fastest

Offhand Rune Crossbow: Bonus - 500, Ammo - Bolt, Class - Range, Speed - Fastest

 

Steadfast Boots: Armor - 300, Class - Melee

 

Chaotiac: 200% active spell damage, 250% damage against stunned, cooldown - 5 seconds

Surge: Teleport upto 10 meters in straight line, Requires - 5 Magic, Cooldown - 20 seconds

Overpower: Ultimate ability, deal damage 25% max lifepoints, Requires - 45 atk, Cooldown - 60 secords

 

Another thing I noticed was no cooldown when switching weapons during combat. Currently we're told that switching armor causes a universal cooldown of some significant length.

 

Personal opinion: I'm impressed with the reception of duel wielding. I wasn't impressed as I just consider it turning 1h into a 2h which means just mean sacrificing def for more off. However, def is much more important it seems in the update, so the tradeoff seems balanced (and really cool graphics). Still, I'm glad people enjoy it.

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Personal opinion: I'm impressed with the reception of duel wielding. I wasn't impressed as I just consider it turning 1h into a 2h which means just mean sacrificing def for more off.

 

I don't quite agree, considering you can dual wield different weapon styles (range + melee).

 

 

How do we know if we were selected for the beta?

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I'm ready for my dual wielding crossbows.

 

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Off topic

 

 

 

 

On that note, then ready for dual wielding godswords

 

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(I'm a huge swtor fan, couldn't resist)

 

 

 


 

I've been searching and cannot find any information, will they leave hybrid sets the same (vanguard, trickster, etc)? A bit on topic with duel wielding, duel type weapons and I think these sets would thrive on that. I'd have some fun in fog with battlemage rapier/off hand master wand combos. Many fun possibilities arise I think ;)

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Posted in the other thread, but here's the rollover data:

 

Dragon Spear: Damage - 624, Bonus - 600, Style - Stabbing, Class - Melee, Speed - Fast

Dragon Scimitar: Damage - 257, Bonus - 600, Stiyle - Slashing, Class - Melee, Speed - Fastest

Dragon 2h: Damage - 624, Bonus - 680, Style - Slashing, Class - Melee, Speed - Average

Abyssal Whip: Damage - 300, Bonus - 700, Style - Slashing, Class - Melee, Speed - Fastest

Polypore Staff: Bonus - 800, Style - none, Class - Magic, Speed - Average

Crystal Bow: Damage - 392, Bonus - 700, Ammo - Thrown, Class - Ranged, Speed - Fast

Rune Crossbow: Bonus - 500, Ammo - Bolt, Class - Range, Speed - Fastest

 

Enhanced Excalibur (Offhand Whip equivalent): Damage - 300, Bonus - 700, Style - Slashing, Class - Melee, Speed - Fastest

Offhand Dragon Scimitar: Damage - 257, Bonus - 600, Style - Slashing, Class - Melee, Speed - Fastest

Offhand Rune Crossbow: Bonus - 500, Ammo - Bolt, Class - Range, Speed - Fastest

 

Steadfast Boots: Armor - 300, Class - Melee

 

Chaotiac: 200% active spell damage, 250% damage against stunned, cooldown - 5 seconds

Surge: Teleport upto 10 meters in straight line, Requires - 5 Magic, Cooldown - 20 seconds

Overpower: Ultimate ability, deal damage 25% max lifepoints, Requires - 45 atk, Cooldown - 60 secords

 

The idea of armor switching cooldown might not be a big deal for boss battles like Dag Kings. You lose special attacks for a brief bit but can still attack normally plus you keep the adrenaline pumping. For PvP, it's a game changer. There's a 2 tick wait between abilities so fast response is not a big deal. There's a lot of tactics in this though as there's likely three or more ultimates that could come into play altering the end fight dynamic. Guess the next 2 months will ell.

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Well, let's post the rollover info again.

 

Dragon Spear: Damage - 624, Bonus - 600, Style - Stabbing, Class - Melee, Speed - Fast

Dragon Scimitar: Damage - 257, Bonus - 600, Stiyle - Slashing, Class - Melee, Speed - Fastest

Dragon 2h: Damage - 624, Bonus - 680, Style - Slashing, Class - Melee, Speed - Average

Abyssal Whip: Damage - 300, Bonus - 700, Style - Slashing, Class - Melee, Speed - Fastest

Polypore Staff: Bonus - 800, Style - none, Class - Magic, Speed - Average

Crystal Bow: Damage - 392, Bonus - 700, Ammo - Thrown, Class - Ranged, Speed - Fast

Rune Crossbow: Bonus - 500, Ammo - Bolt, Class - Range, Speed - Fastest

 

Enhanced Excalibur (Offhand Whip equivalent): Damage - 300, Bonus - 700, Style - Slashing, Class - Melee, Speed - Fastest

Offhand Dragon Scimitar: Damage - 257, Bonus - 600, Style - Slashing, Class - Melee, Speed - Fastest

Offhand Rune Crossbow: Bonus - 500, Ammo - Bolt, Class - Range, Speed - Fastest

 

Steadfast Boots: Armor - 300, Class - Melee

 

Chaotiac: 200% active spell damage, 250% damage against stunned, cooldown - 5 seconds

Surge: Teleport upto 10 meters in straight line, Requires - 5 Magic, Cooldown - 20 seconds

Overpower: Ultimate ability, deal damage 25% max lifepoints, Requires - 45 atk, Cooldown - 60 secords

 

Another thing I noticed was no cooldown when switching weapons during combat. Currently we're told that switching armor causes a universal cooldown of some significant length.

 

Personal opinion: I'm impressed with the reception of duel wielding. I wasn't impressed as I just consider it turning 1h into a 2h which means just mean sacrificing def for more off. However, def is much more important it seems in the update, so the tradeoff seems balanced (and really cool graphics). Still, I'm glad people enjoy it.

Do you have a QFC for that or did you find it somewhere else?

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[hide]

Well, let's post the rollover info again.

 

Dragon Spear: Damage - 624, Bonus - 600, Style - Stabbing, Class - Melee, Speed - Fast

Dragon Scimitar: Damage - 257, Bonus - 600, Stiyle - Slashing, Class - Melee, Speed - Fastest

Dragon 2h: Damage - 624, Bonus - 680, Style - Slashing, Class - Melee, Speed - Average

Abyssal Whip: Damage - 300, Bonus - 700, Style - Slashing, Class - Melee, Speed - Fastest

Polypore Staff: Bonus - 800, Style - none, Class - Magic, Speed - Average

Crystal Bow: Damage - 392, Bonus - 700, Ammo - Thrown, Class - Ranged, Speed - Fast

Rune Crossbow: Bonus - 500, Ammo - Bolt, Class - Range, Speed - Fastest

 

Enhanced Excalibur (Offhand Whip equivalent): Damage - 300, Bonus - 700, Style - Slashing, Class - Melee, Speed - Fastest

Offhand Dragon Scimitar: Damage - 257, Bonus - 600, Style - Slashing, Class - Melee, Speed - Fastest

Offhand Rune Crossbow: Bonus - 500, Ammo - Bolt, Class - Range, Speed - Fastest

 

Steadfast Boots: Armor - 300, Class - Melee

 

Chaotiac: 200% active spell damage, 250% damage against stunned, cooldown - 5 seconds

Surge: Teleport upto 10 meters in straight line, Requires - 5 Magic, Cooldown - 20 seconds

Overpower: Ultimate ability, deal damage 25% max lifepoints, Requires - 45 atk, Cooldown - 60 secords

 

Another thing I noticed was no cooldown when switching weapons during combat. Currently we're told that switching armor causes a universal cooldown of some significant length.

 

Personal opinion: I'm impressed with the reception of duel wielding. I wasn't impressed as I just consider it turning 1h into a 2h which means just mean sacrificing def for more off. However, def is much more important it seems in the update, so the tradeoff seems balanced (and really cool graphics). Still, I'm glad people enjoy it.

[/hide]

Do you have a QFC for that or did you find it somewhere else?

No QFC, I just paused the video a lot.

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Oh gosh... I can't wait!!! :ohnoes:

 

I think this is gonna put off me getting 99 Agility and reading Legacy of Blood (third RuneScape book comes out this Tuesday too) though. D'oh!

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[hide]

Well, let's post the rollover info again.

 

Dragon Spear: Damage - 624, Bonus - 600, Style - Stabbing, Class - Melee, Speed - Fast

Dragon Scimitar: Damage - 257, Bonus - 600, Stiyle - Slashing, Class - Melee, Speed - Fastest

Dragon 2h: Damage - 624, Bonus - 680, Style - Slashing, Class - Melee, Speed - Average

Abyssal Whip: Damage - 300, Bonus - 700, Style - Slashing, Class - Melee, Speed - Fastest

Polypore Staff: Bonus - 800, Style - none, Class - Magic, Speed - Average

Crystal Bow: Damage - 392, Bonus - 700, Ammo - Thrown, Class - Ranged, Speed - Fast

Rune Crossbow: Bonus - 500, Ammo - Bolt, Class - Range, Speed - Fastest

 

Enhanced Excalibur (Offhand Whip equivalent): Damage - 300, Bonus - 700, Style - Slashing, Class - Melee, Speed - Fastest

Offhand Dragon Scimitar: Damage - 257, Bonus - 600, Style - Slashing, Class - Melee, Speed - Fastest

Offhand Rune Crossbow: Bonus - 500, Ammo - Bolt, Class - Range, Speed - Fastest

 

Steadfast Boots: Armor - 300, Class - Melee

 

Chaotiac: 200% active spell damage, 250% damage against stunned, cooldown - 5 seconds

Surge: Teleport upto 10 meters in straight line, Requires - 5 Magic, Cooldown - 20 seconds

Overpower: Ultimate ability, deal damage 25% max lifepoints, Requires - 45 atk, Cooldown - 60 secords

 

Another thing I noticed was no cooldown when switching weapons during combat. Currently we're told that switching armor causes a universal cooldown of some significant length.

 

Personal opinion: I'm impressed with the reception of duel wielding. I wasn't impressed as I just consider it turning 1h into a 2h which means just mean sacrificing def for more off. However, def is much more important it seems in the update, so the tradeoff seems balanced (and really cool graphics). Still, I'm glad people enjoy it.

[/hide]

Do you have a QFC for that or did you find it somewhere else?

No QFC, I just paused the video a lot.

Oh alright then.

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So, claws are getting split into main hand and offhand claws. It sounds like they are 75% each, as opposed to a 50% offhand weapon. So perhaps they will keep a place as a powerful offensive offhand, but it would depend on their stats.

 

Ancients being changed:

"Mod Rathe:

Ancient spells have been renamed slightly and now fall in line with the 4 basic elements:

 

Smoke > Gale (Air Element)

Shadow > Rock (Earth Element)

Blood > Bloodfire (Fire Element)

Ice stays the same (Water Element)"

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So it looks like rune crossbow by itself has much higher dps than a whip?

I guess it depends what "bonus" means, and what the different abilities for range and melee do.

 

Notice that abyssal whip is "damage 300 bonus 700" and rune crossbow is "bonus 500". I assume it doesn't show a damage value because it uses ammo, and that probably is where the damage comes from.

 

I'm not entirely sure what "bonus" means, but I'm guessing it affects the damage your special abilities do. Damage is for auto attacks, damage+bonus is for abilities?

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So, claws are getting split into main hand and offhand claws. It sounds like they are 75% each, as opposed to a 50% offhand weapon. So perhaps they will keep a place as a powerful offensive offhand, but it would depend on their stats.

 

Ancients being changed:

"Mod Rathe:

Ancient spells have been renamed slightly and now fall in line with the 4 basic elements:

 

Smoke > Gale (Air Element)

Shadow > Rock (Earth Element)

Blood > Bloodfire (Fire Element)

Ice stays the same (Water Element)"

 

Aww :( I liked that ancient magics had their own elements..

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So it looks like rune crossbow by itself has much higher dps than a whip?

I guess it depends what "bonus" means, and what the different abilities for range and melee do.

 

Notice that abyssal whip is "damage 300 bonus 700" and rune crossbow is "bonus 500". I assume it doesn't show a damage value because it uses ammo, and that probably is where the damage comes from.

 

I'm not entirely sure what "bonus" means, but I'm guessing it affects the damage your special abilities do. Damage is for auto attacks, damage+bonus is for abilities?

I'm assuming bonus = attack bonus and damage = strength bonus. Rune crossbows don't have strength bonuses.

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So, claws are getting split into main hand and offhand claws. It sounds like they are 75% each, as opposed to a 50% offhand weapon. So perhaps they will keep a place as a powerful offensive offhand, but it would depend on their stats.

 

The combination of a claw in one hand and a rapier on the other just sounds too awesome :D

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"Mod Rathe:

Ancient spells have been renamed slightly and now fall in line with the 4 basic elements:

 

Smoke > Gale (Air Element)

Shadow > Rock (Earth Element)

Blood > Bloodfire (Fire Element)

Ice stays the same (Water Element)"

That's lame :(. Blood is supposed to be earth, shadow is supposed to be fire, but they don't get it >.>.

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So, claws are getting split into main hand and offhand claws. It sounds like they are 75% each, as opposed to a 50% offhand weapon. So perhaps they will keep a place as a powerful offensive offhand, but it would depend on their stats.

 

Ancients being changed:

"Mod Rathe:

Ancient spells have been renamed slightly and now fall in line with the 4 basic elements:

 

Smoke > Gale (Air Element)

Shadow > Rock (Earth Element)

Blood > Bloodfire (Fire Element)

Ice stays the same (Water Element)"

 

Aww :( I liked that ancient magics had their own elements..

 

Agreed, I suppose this is to enable ancients to contribute to the ultimate transformation abilities. Would of been cool if they had made separate ones as opposed to just tying them together with normal elements.

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