Hail, knights!
I'm Rob, one of the Three Rings monkeys laboring stalwartly away on Spiral Knights.
Many of you have noticed that the damage you've been doing in The Clockworks has changed significantly since yesterday's patch, so I'm here to explain some of the under-the-hood changes that took place.
WEAPON CHANGES
We recently did a pass of both sword and handgun capabilities, with the goal of making it so that every weapon option within a "star level" is a reasonable choice for bringing into The Clockworks. This resulted in multi-hit/"fast" weapons, such as the Cutter line of swords and the Pepperbox line of handguns, getting an overall damage reduction, while some slower firing weapons, most notably the Troika line of swords and Alchemer line of handgun, got damage boosts.
Our intent is to continue to adjust these weapons as we march onward toward launch, as well as move on to investigating how bombs and player armor fit into the mix, so look forward to that!
DAMAGE TYPES
This was a big shift, so I figure it'd be instructive to lay out exactly what changed yesterday.
Previously, each monster had its own set of resistances to the four types of damage (Normal [NML], Piercing [PRC], Elemental [ELE] and Shadow [SHD]). Some of these you were likely already aware of: Slimes were generally strong against Piercing and weak to Elemental, Zombies were resistant to Shadow, and so on. While these resistances were all flavorful, taken as a whole, they made it so most monsters were weak to Piercing and Elemental damage, making some weapons a lot more useful than others.
In the last patch, we swept through and changed the damage resistances of all the monsters in the game to follow a set pattern. Each of the six monster families now has a damage type they are Weak to, one they are Resistant to and one they are Strongly Resistant* to. Each member of that family shares the same damage resistances, so if a Zombie happens to be weak to Elemental damage, a Spookat will be as well. You will have to adjust for this strategically using your equipment loadout: pack weapons that do damage types that your expected foes are Weak to, or stick with Normal damage, which all monsters resist at the same rate. Be aware that failing to account for these new resistances may result in your dealing a lot less damage than you're used to!
I suppose all this exposition is useless if I don't actually tell you the breakdown of resistances, so here it is!
*** EDIT 3-2-2011: Stats adjusted.
- Nick
Slime Family
Weak: Shadow
Neutral: Elemental
Strongly Resistant: Piercing
Beast Family
Weak: Piercing
Neutral: Shadow
Strongly Resistant: Elemental
Gremlin Family
Weak: Shadow
Neutral: Piercing
Strongly Resistant: Elemental
Construct Family
Weak: Elemental
Neutral: Shadow
Strongly Resistant: Piercing
Fiend Family
Weak: Piercing
Neutral: Elemental
Strongly Resistant: Shadow
Undead Family
Weak: Elemental
Neutral: Piercing
Strongly Resistant: Shadow
Keep an eye out for all this in The Clockworks, and if you encounter a monster that is a member of these families, but appears to be behaving contrary to that chart (i.e., a Slime taking massive damage from Piercing), please fire off a bug report!
STATUS CONDITIONS
Finally, as Nick mentioned in yesterday's patch notes, we changed the basic four status conditions up in an effort to more closely balance their usefulness against one another. Constructive feedback on that is, as always, appreciated.
A little more pressing, however, is how this interacts with the new "status variant" Clockworks monsters that you've likely seen cropping up in the new themed levels. Our intention is that any monster that is clearly themed around dishing out a particular status condition, such as the fire-oriented Salamanders or the shock-themed Devil-ITs, should be IMMUNE to having that particular status condition inflicted upon them. So, if you're padding around down in The Clockworks and are managing to set fire to Slag Walkers or freeze Frostifurs in place, this is an oversight on our part: please file a bug report about it!
That's all for now, folks. If you have any questions on this, or any constructive feedback, this is a great place to put it.
See you in the Arcade!
- Rob (Quicksilver)
* If any of you have a better word for this, I'm all ears! We were referring to it as an "Immunity" internally, which isn't entirely accurate, since being "Strongly Resistant" doesn't prevent all damage of a particular type from getting through.
Thanks! I was wondering why all of a sudden I was only doing 7-10 damage to certain monsters that I haven't previously done so little to.