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How Damage Works in Spiral Knights

5 replies [Last post]
Sat, 11/10/2012 - 22:13
Mayaura's picture
Mayaura

There are two groups of damage types in Spiral Knights. The first group is the 4 primary types of damage that both weapons and monsters can cause: 1) normal, 2) pierce, 3) elemental, and 4) shadow. Weapons, monsters, and the environment can inflict and additional 6 forms of status affect: 1) fire, 2) freeze, 3) shock, 4) poison, 5) stun), and 6) curse.

Helmets, armors, and shields usually offer defense against 2 of the 4 primary kinds of damage and may offer resistance to 1 or more of the incidental damages that will shorten the amount of time the damage harms you.

In Tier 1, all damage is normal. In Tier 2 it is split 50/50 between normal and one other kind. In Tier 3, normal defense becomes less important and some of the specialty armors such as the Dragon line become more useful.

There are 6 types of monsters with several “species” within each type: 1) construct, 2) gremlin, 3) undead, 4) fiend, 5) beast, 6) jelly. There are 3 different ways we can categorize them into 3 groups of 2 each.

By the kind of damage they do:
elemental – construct & gremlin
shadow – undead & fiend
pierce – beast & slime

By the kind of damage they are weak to:
elemental – construct & undead
shadow - gremlin & slime
pierce – fiend & beast

By the kind of damage they are resistant to:
elemental - gremlin & beast
shadow - undead & fiend
pierce – construct & slime

Not only monsters but also the environment can cause 1 of the 6 kinds of incidental damage. The monsters screen above the lift will inform you of which monsters you will mainly (but not exclusively) encounter, as well as what environment the level is. The name of the level that appears as you descend and the music upon arrival will provide further clues.

Most weapons inflict normal damage plus 1 more of the other 3 primary kinds of damage. Some weapons can additionally inflict 1 of the 6 kinds of status damage.

Weapon effectiveness increases by 10% with each *. In other words, a 4* sword at full heat deals 10 % more damage than the 3* version of that same sword.

Unique Variants increase performance by roughly 5%. In other words, a medium damage UV makes the weapon 10% more effective in dealing that type of damage. A bomb with Charge Time Reduction Very High will charge 20% faster. Defensive gear can have Maximum (level 6) UV’s making them 30 % stronger.

Familiarity with the above information on damages will greatly increase your prowess and effectiveness as a Spiral Knight. Furthermore, as your arsenal grows, you will be able to set up Loadouts of appropriate gear for each kind of level. This will allow you to quickly change your entire gear on the loadout pad at the beginning of the level or boss mission, and engage the enemies more confidently and powerfully.

Sat, 11/10/2012 - 22:15
#1
Mayaura's picture
Mayaura
is this about right?

A shadow copy is in Arsenal and a copy post is in New Recruits for now.

Sat, 11/10/2012 - 22:57
#2
Bacon-Strip's picture
Bacon-Strip
http://wiki.spiralknights.com

http://wiki.spiralknights.com/Damage

Sat, 11/10/2012 - 23:00
#3
Wulfeknight's picture
Wulfeknight
What Bacon posted.

What Bacon posted.

Sun, 11/11/2012 - 07:50
#4
Bopp's picture
Bopp
fine idea; some details counterproductive

In general, a guide like this might be useful for newcomers. It's similar to my unfinished armor guide.

Those of us who spend a lot of time educating newbies about the game know that they often confuse damage with status. The fact that your mini-guide refers to statuses as a form of damage does not help. So please use the precise terminology.

* http://wiki.spiralknights.com/Status_effect
* http://wiki.spiralknights.com/Abilities (explains gear bonuses)

Sun, 11/11/2012 - 15:07
#5
Alice-In-Pyroland's picture
Alice-In-Pyroland
Unique Variants increase

Unique Variants increase performance by roughly 5%. In other words, a medium damage UV makes the weapon 10% more effective in dealing that type of damage. A bomb with Charge Time Reduction Very High will charge 20% faster.

This doesn't make sense. "Roughly 5%" is a fair enough ballpark given different kinds of UVs have different % gain based on tests, but suggesting that this figure then adds up consistently to 20% and 30% is flat out incorrect, as far as I know no Maximum stat will provide a flat 30%, for example max dmg if I remember correctly is approx a 42% increase.

Defensive gear can have Maximum (level 6) UV’s making them 30 % stronger.

This line especially is completely wrong, can you please provide some some verifiable records of testing indicating this, because every bit of extensive data regarding how defensive UVs work but also how defenses work in general courtesy of folk like Antistone contradicts what you're suggesting here.

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