Weapon & Damage Changes, 2/28

32 replies [Last post]
Quicksilver's picture
Quicksilver

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.

King-Tinkinzar's picture
King-Tinkinzar
Thanks! I was wondering why

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.

Saphykun's picture
Saphykun
So does this mean that 1* and

So does this mean that 1* and 2* weapons will be stronger than higher star levels in Tier 1?
What if I upgraded my 1* and 2* items to something stronger so I could do lower Tiers? I no longer have the precursor and I have to be forced to buy or craft another 1* or 2* item.

Otherwise, I think it's fair. Not necessarily good, because I expect my 5* weapons to deal more damage than 1* weapons in Tier 1 (this will be the source of confusion for players who are between newbies and veterans).

Also, does this apply to armor and shields as well?

Ynahteb's picture
Ynahteb
Hooray for specificity! Also

Hooray for specificity!

Also logic is good, so I'm not complaining about having fire monsters immune to fire and ice monster immune to freezes and the like, but mixing these levels up within the same gate, particularly with the new nicely balanced monster defenses, makes it exceedingly difficult for a player to solo without buying all 4 weapon slots. Also, hopefully this is premature whining, because I'm praying that the new monsters will be dropping Thunderballs, Perfect Snowballs, and Everfrost hopefully even Sun Silver, but only being able to reliably make 2 out of the 5 alchemer lines all the way up to 5* is saddening.

Nick's picture
Nick
Developer
The new status based monsters

The new status based monsters will be dropping appropriately themed mats eventually Ynahteb. It just takes time to rebuild treasure tables for all these newcomers!

Cactuscat's picture
Cactuscat
I do have to agree with the

I do have to agree with the sentiment that it will be increasingly difficult to solo (or even with a party for that matter), unless everyone has multiple weapon slots. Plus, to get all the weapons necessary to counter everything will take awhile... but I guess you could just stick with normal damages. Hm.

Pauling's picture
Pauling
The new themed level scheme

The new themed level scheme may help with that, if I understand the new breakdown correctly: you'll be able to create blocks of monsters with similar weaknesses, and plan ahead.

Of course, I'm not sure how this will work if 2 sections within the same tier have opposing themes. It looks like normal damage will always be "all-around" useful, but even so, I have hopes that someday we'll be able to change gear at terminals (the half-way point).

Guild's picture
Guild
Erm, how would this work on a

Erm, how would this work on a weapon with 2 damage types, such as the Sun Shards?

Espeonage's picture
Espeonage
^ ^ ^

I agree.

Take Silversix, for example.
It has Elemental damage, and the gun also appears very light-like, holy. It seems ideal for vs. Undead (which Undead are indeed Weak to.)

However, Silversix also has Piercing damage; which these same enemies are resistant to, rendering the advantage moot - which players may not find logical.

This also applies to Constructs (sans the logic aspect), the only other monster type that has an Elemental weakness (however, Piercing is practically uneffective on them.)
To add to that, I kind of chuckled at the irony of Constructs having such a great resistance against Piercing.
This may also confuse players, as one would think that Piercing would be the sort of damage they need that can 'break through' the defenses.

Regarding Silversix; overall, it really doesn't fare well against anything. If it's weak to Elemental, it's resistant to Piercing, and vice versa.
For something so rare, expensive, coveted, it hardly has viable use.

For dual damage-type weapons, hopefully the advantageous damage-type will override the other or something.
But that's just my 2 sense in the madder.

King-Tinkinzar's picture
King-Tinkinzar
When is the Beta Wipe? Sorry

When is the Beta Wipe? Sorry I just want a beta wipe...

Pyronic
Legacy Username
Silversix/Argent Peacemaker

Silversix/Argent Peacemaker really do need a look.

My level 8 silversix does <20 damage per hit in tier 3 (even less in tier 1 and 2) to every single monster i've hit with it aside from, i think chromas that did around 56-ish.

This is with seraphic armor (damage boost high, damage vs fiends low), Dusker Cap(damage boost low) and the innate undead damage bonus: high on the gun.

Pauling's picture
Pauling
Some observations

Some preliminary comments based on a run we just did:

On status effects:

  • Fire damage from players to monsters has been nerfed. I endorse this strongly; it was overpowered.
  • Fire monster from monsters to players has not been nerfed. I condemn this strongly; monsters thus retain a huge advantage. I carry the volcanic plate shield (5*, max fire resistance), and yet it takes fire less than 3 seconds to tear for a fire puppy to tear my shield apart... at depth 2. (tier 1, 5* gear)
  • Wow, shock is annoying. Nothing like being surrounded by monsters and shocked... only to find that your movement is stopped and your shield is turned off automatically. It's a status effect that you literally can't run OR hide from.

On weapon damage:

  • My 5* dread venom striker, at depth 6ish, required something like 15-20 swings to kill a new mechazombie (while adventuring in a party of 3). This is the weapon that's supposed to deal decent damage everywhere? Moreover:
    • This is a weapon that's 5 full star levels (and 650 energy) better than what's required? Repeated game design changes have emphasized that tier 1 should be a part of every player's experience, but if my 5* weapon DOES do more damage than the tier 1 equivalent, then god help the new players (20 swings to kill one monster?). EDIT: See equinox's numbers below.
    • The above metric (20 swings) is WITH an ultra damage bonus from my crown of the fallen helm.
  • Rather than giving each monster two resistances, how about 1 strength, 1 weakness, and 1 "neutral" resistance? Since we see monsters of all types in the same level, it's difficult to take advantage of special weapon abilities (sword/gun for range) AND special damage types... even with 4 weapon slots. I'm concerned that in swords and guns, this will lead to people favoring normal damage and avoiding special damage types overmuch. That would defeat the point of this clever balancing scheme, by making special damage types avoided instead of sought after.
    • The other possible solution to the above problem: subtiers now have themes, and the weapons that work before a terminal may not work after. Consider allowing us to swap weapon loadouts at a terminal as we move from one theme to the next. Weapons have been made more specific, and forcing us to use a single general loadout is silly.
  • Status effects are more versatile. Great! But bombs (the best vehicle for delivering status effects) kind of suck. In particular: the 2 and 3* vaporizer bombs have miniscule radii, rendering them painful to use. The 5* radius is appropriate for its rating, but the jump from 2* to 5* radius (or even 4 to 5*) is too large... low-star bombs need good large enough blast radii to be useful in and of themselves.

On monsters:

  • Fire puppies in tier 1? These are laggy and hard to dodge on a good day; given my above comment on fire, they have no place in the "new player" experience. I know that these are new levels and probably haven't been adjusted for tier yet... but it's something that needs doing.
  • The new mecha-zombie monsters shoot beams out of their heads. Kind of cool looking, but they also induce absolutely astonishing amounts of lag, even on the lowest graphics setting. These monsters are new, and still need to have their attack animations reduced to match the low graphics setting.
  • Gremlin healers are weirdly omnipresent, even where other gremlins fear to tread. Since gremlins now spawn amidst monsters with other resistances- and since guns have been nerfed- swords are now an attractive way to kill healers... except that healers can step back and swing their wands for an instant hit (no warning, no avoiding). This is already an advantage over other monsters, but now that some popular guns are less effective, this results in forcing players to close range, and then killing them. No other monster has the ability to so completely counter every possible form of attack... and now, this special monster seems to be omnipresent.

And lastly: in general, I really like the effort to make more weapons useful. But right now, there are 3 special damage types, and two "core" weapons (sword/gun) with their own uses. That would require 6 total weapon slots in order to take advantage of special attacks. Not only is this too many slots, but it's just too complicated a set of rules to memorize... ESPECIALLY when facing a mixed mob of enemies. (Wolvers spawn next to lumbers all the time, but they have opposite resistances. That's a lot of crazy weapon switching)

Equinox's picture
Equinox
Game Master
Since I was curious, here are

Since I was curious, here are numbers from a quick test on a level 1 Cooling Chamber: Slimeway using weapons dealing normal damage without any slime/jelly bonuses:

1* Big Beast Basher (brand new, lvl 1) - hits spiky freezing jelly for 10 or 13 damage
2* Cutter (brand new, lvl 1) - hits spiky freezing jelly for 4 or 7 or 9 damage (highest number is the rarest)
5* Wild Hunting Blade (lvl 10) - hits spiky freezing jelly for 4 or 9 or 11 damage (highest number is the rarest)

Pauling's picture
Pauling
Thanks for posting these

Thanks for posting these numbers, equinox. It looks like the 5* sword, fully leveled, is doing roughly the same damage as a brand new 2* equivalent in the same class. I was going to pay to upgrade my equipment, but it sounds like I'd be the same (or better off) downgrading instead.

Cromendi
The tier scaling is broken

The tier scaling is broken now..... unless you have a weapon that's absolute "meant" for the low tier you are better off not playing it at all.

Ragdoll
Legacy Username
I have to say I was pretty

I have to say I was pretty disheartened at fire damage being nerfed. I've been working my butt off for the past week doing nothing but leveling Fiery Vaporizers and I finally had my Mk. III at Level 6, was planning on getting an Ash Of Agni (had all of the necessary mats and CE etc), then I find "So yeah we nerfed the heck out of it." as an update .___. I have to admit it, it was overpowered, but I just hope all of my effort wasn't for nothing.

Pupu
Legacy Username
Yay

Khorovod is back to it's former glory, yay~

Ash of Agni still works fine, except against enemies resistant to fire.
I think it deals about half the damage it did before.

Cactuscat's picture
Cactuscat
Yeah, Ash of Agni is still

Yeah, Ash of Agni is still very powerful - definitely still worth it, just not against fire enemies of course. I mean, there are no better DPS options, really.

And I'll have to try Khorovod again... though I think my Gran Faust replaces it.

Nick's picture
Nick
Developer
Feedback so far has been

Feedback so far has been excellent everyone, thank you and please keep it coming. We'll be rolling out changes all weak to get it to the point where it feels right to you all (we hope!).

It seems pretty clear that currently monsters have too many defensive bases covered. We'll probably adjust the weak/resistant/strongly resistant scheme first.

Shoebox's picture
Shoebox
I think the major problem is

I think the major problem is that people aren't going to be willing to compromise Normal's blanket offensive capabilities for a few dimensionless damage points.

Either something more needs to be offered for using other damage types, or you're going to need to change the way it all works.

Pupu
Legacy Username
Depends

Depends on how the gates turn out shoebox. If the levels are predictable enough and you have lots of weapons, people will take the appropiate gear probably.
The more important question is: How easy/hard will be to do stages with/without taking advantage of weaknesses. If they make the game easymode, they make the game boring, but if they are hardly noticeable, nobody will bother with the system.

Example: Given the current weaknesses/mob quantity, wearing Chroma amor and taking a graviton bomb to the Royal Jelly palace seems like an incredibly good idea.

Sadiekate's picture
Sadiekate
If it's advantageous for us

If it's advantageous for us to switch our gear for differently themed levels (which sounds fun!) could we have a way to save and easily switch to a set (or a few sets) of gear? Basically, instead of changing every weapon, helmet, armor and shield every time I enter an area with different requirements, I could just select the "Jelly Basher" or "Save me from the Devilites" outfit I'd made previously and all my gear would swap at once.

Cromendi
Mobs should get a re-work on

Mobs should get a re-work on their resistances, currently only dual type damage swords get the most out of this set up while antigua lines gets a handicap on EVERYTHING.

Any mob that's weak to one type the gun has to offer would just gets resistance bonus from the other half.

Normal type should be added to the tree as well instead of been a universal value so things are more spread out.

Shoebox's picture
Shoebox
Power socket

I'm going to post a link to an old suggestion thread I made about armour balancing, because I feel it wasn't really enough of a topic at the time to be properly discussed.

http://forums.spiralknights.com/node/711

Although it was originally made to address the fact player armour was really only being used for their offensive bonuses over any other potential quality.
I think some of the stuff that was discussed in it may be relevant to the current topic.

Kawaii_Desu
Legacy Username
I hope by "resistant" you

I hope by "resistant" you mean that they're neutral to that specific damage type.
Like they don't get any damage resistance or weakness to that damage type.

Dogrock's picture
Dogrock
No, the only neutral damage

No, the only neutral damage type appears to be Normal. There is no disadvantage or advantage to these types of weapons. I suspect that's alright for the first 2 Tiers, but to really succeed in Tier 3 now you are going to want to be packing some super effective or outright powerful gear. There's a larger advantage now to purchasing weapon slots.

I've noticed that a Divine Avenger has similar DPS to a Wild Hunting Blade + Ultra Slime Bonus. I find that slightly odd as the Slime family has low resistance to elemental attacks. I need to watch the numbers to confirm this properly.

Busting out a newly crafted Faust was instant gratification against Gremlin Healers.

Why does the Divine Avenger have bonus vs Fiends if they are resistant to the elemental part of this weapon? Seems like two steps forward one step back.

Piercing damage feels a lot less useful now that the monster types that are weak against it are the most adept at dodging. This would be less of a problem if the only weapons to do piercing weren't guns. And the easiest guns to land a hit with (Antigua series) suffer due to always partially dealing a resisted damage to these monsters.

Crawdaunt
Legacy Username
A lot of the comments already

A lot of the comments already posted cover problem that I have. The biggest one would be the fact that weapons that have specific damage bonuses against a certain type of monster deal types of damage that those monsters are weak to. Several people have already mentioned silversix; I was very eager to obtain my antigua and craft the gun. However, I've felt a huge regret seeing it have almost no advantages in any situation, despite the rarity of the weapon.

In addition, I've began to wonder if there's any merit to wearing armor that doesn't have specific kinds of bonuses attached. I took quite a while to craft my divine mantle and veil, but so far I've only really worn them as a costume over the seraphic set. The defense difference is minimal due to health working in large intervals (as in, health is in the 20s, 30s and 40s where defense is less noticeable.)

I feel like the concepts being put into use here are a step in the right direction, but they've been implemented so wrongly.

Nick's picture
Nick
Developer
We will be implementing some

We will be implementing some adjustments soon that I think everyone will enjoy. Thanks again for all the detailed feedback!

Pauling's picture
Pauling
It's nice to see that this is

It's nice to see that this is being tweaked so actively. However, in order to provide feedback on the changes, it would help- a LOT- if we knew what changes to look for. I'll look forward to seeing release notes describing how balancing was tweaked today.

Pupu
Legacy Username
Tests

Damage tests:
Depth 22:
Equip: Full fallen set

Weapon: Khorovod:
>First swing: 270 dmg
>Second swing: 330 dmg

Weapon: Argent Peacemaker
>Shot a skelly: 60 dmg
>Charge attack on skelly: 95 per hit
>Shot a lichen: 20 dmg
>Shot a beast: 100/110 dmg

Espeonage's picture
Espeonage
Reposting my comments from another thread

Sure are run-on sentences, what was I doing when I typed this.
Anyway, a bit more feedback on the monsters and gates as they are now:

"Anything that specializes in...
...not actually specializing in anything and just does Normal damage will fare best with the game as it is now, since those will work normally in any situation.

As things are now; if your weapon is based around, say, Piercing - You'll do fine with it in a few levels, perhaps, but it will suddenly have like 5 different counters from 7 different sources, and your other weapon, if any, may not even fare well either.

If Crossroad Terminals get loadout-switching priviledges, then it'd be better, since we'll be able to prepare ourselves in dealing with the next few floors, which will likely have a completely different theme.

However, this complicates some things for new players, as they won't have the assortment of items to deal with each theme and monster type, nor will it be easy for them to grind the crowns to obtain such."

Pupu
Legacy Username
Duke

Vanaduke seems to have got quite harder without being able to kill the skellies fast with an ash of angi/guns, and how much health they have (moreso in a party of 4).
Also the peacemaker hits him for 71 instead of the old 175.

Also, Sentenza seems to do 51 damage against zombies, while Peacemaker does 71. In Tier 3, don't remember which depth.

Pauling's picture
Pauling
I've been playing for a few

I've been playing for a few more days, and I have to say that I like the damage adjustments from the last half of the week- with those in place, it's starting to come together.

Changes to equipment effectiveness

  • My 5* striker still doesn't do enough damage fast enough, but switching to a 4* Cold Iron Carver has been a very worthy investment. (And thanks to the recipe bug, it was cheaper than expected)
  • On the subject of shields, my 5* Volcanic Plate Shield has gone from wonderful to... well, crappy. The main reason is that a huge number of enemies were added that do elemental damage. (Mecha knights, mecha zombies, gun puppies, etc) It seems that elemental protection is now essential if you want to survive an arena. As monsters become more varied in their attacks, the current set of shields will become increasingly ineffective.
    ----> Also, I still don't understand how status resistances on shields work. They are nominally only effective when the shield is up... but if you can't be shocked unless you're hit, and a shield prevents hits, then what does a shield with shock resistance do? Now that shields explicitly don't prevent damage from status effects, it's even more confusing.

New Monsters

  • Gremlin demos seem to drop more bombs than before... and they used to drop a lot. It's a little insane, frankly.
  • The new zombie beam weapons induce massive amounts of lag. Also, their beam attacks- as well as ordinary "waves of fire"- tear through my 5* shield very fast. (even if they do very little damage once they hit me) This is true even for fire waves, with a max fire-resistant shield. Very confusing, and also very frustrating. Perhaps shields could have a timer to delay successive "hits" from a continuous attacks? Losing a shield in < 3 seconds is a huge loss.
  • Mini-jellies seem to have extra defense vs normal attacks: my sword does less damage to them than other jellies. Is that intentional?
  • Elemental mecha knights can deal 2 status effects, sometimes in rapid succession: ie freeze+shock, or fire+shock. This is very lethal, and forces players to choose a narrow set of gear to resist both status effects simultaneously.
  • Gremlin healers are too gimmicky. Suggestion: do not allow them to attack unless all monsters are at full health. Also, hold them to one spell at a time. (No healing and attacking while inside an invincible force bubble) That would emphasize their support role, without totally nerfing their ability to fight.

Status effects

  • Elemental freeze bullets destroyed my shield in 1-2 hits, and froze me in place. Then they kept coming from all sides just as the ice was breaking. Result: I was permanently frozen in place, with no way to defend, and died quickly.
  • A group of ice mecha knights in the arena froze me, shocked me, and knocked me into spikes- all at the same time. All this while I was lagged out from the mass bullet spam of many gun puppies. I'd love to see a better limit on how many types of pain can be inflicted at one time.

Miscellaneous bugs

  • If I die because my shield was broken, the shield is left to recharge naturally- even if I revive. This means that I revive sans shield, so there's an incentive to sit there as a dead lump for a while. This should be changed so that players who are revived are given a shield at full strength immediately.
  • Minerals require 3 hits to break, regardless of weapon. This is weird and repetitive- especially for people using bombs.