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Question of the day!

111 Antworten [Letzter Beitrag]
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Nertgvv

The winner is chosen by most reasonable opinion and maybe length... maybe. Winners have a %75 chance get a small prize (# of cr) from me but ALWAYS gets posted down in the "Winners" section! Winner is chosen and question is changed at 3:30 PM EST every day. Prizes can only be collected on the weekend sorry. Tell me your IGN and i'll mail it to you. If you don't get it, tell me, ill try again. NEW RULE: You are NOT allowed to win 2 days in a row.

Today's question is:
Who is the hardest boss?

Previous Winner:
Holy-Nigbtmare

POSTEM UP

WINNERS:
Fehzor - 150cr - collected
Krakob - 150cr - collected
Jmmoormann - 100cr - collected
Fehzor - 100cr - collected
Setakat - 100cr - collected
Fehzor - 100cr - collected
Jmoormann - 100cr - collected
Fehzor - 100cr - collected (wow good job Fehzor xD)
Jmoormann - 100cr - collected
Smalltownguy - 100cr - collected (don't criticize Fehzor liked his more)
Setakat - 100cr - collected (did not veer off topic)
Jmoormann - 300cr - collected
Fehzor - 500cr - collected
Skepticraven [HE DID NOT WIN HE HAS ULTIMATE CLEVERNESS BRO ACT LIKE HIM BRO 2SWEG4U]
Holy-Nightmare - 100cr - not collected

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Midnight-Dj
:/

This question is really difficult, it is like asking which god is real, Yahweh or Allah? Most likely this question is going to start a flame war but as far as shard bomb goes, I would say it is the salt bomb lines that are the best.

Why you ask?

Shadow damage = good for slimes

natural damage bonus vs slimes = good for slimes

Shock statues = good against slow moving slimes

Shard spread formation = good against clumped up jellies

Conclusion: specialization > generalization, that is the rule of SK, and this shard bomb is at least excel at what it does best, killing slimes, need I say more? Although Acheron is still the ultimate slime busting weapon, but as far as shard bomb goes, the salt bomb is good at what it does.

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Fehzor
Sun Shards

In short-

Scintillating sun shards, but only because of what it competes against and damages. Beasts and fiends are on the whole largely weak to the stun status, and due to the way they teleport and dodge wildly end up avoiding invincitinks and unpredictable knockback much of the time. This makes it a hard counter for all fiend/beast enemies EXCEPT trojans and grievers, which are only on specific levels and can often be countered by other weapons.

Example of piercing shards being used: https://www.youtube.com/watch?v=vrX3yB7i3z8&index=38&list=UUqLp-DoWG_1WO...

Analysing The Competition (the details of WHY this is the case)

The most important thing when it comes to balance is what else is out there. In our case, we have the following alternatives, each of which competes for a spot in the bomber's arsenal.

Piercing: Dark Briar Barrage
Shadow: Dark Retribution
Elemental/Normal: Nitronome, ash of agni, voltaic tempest, electron vortex

The Many Alternatives to Deadly Crystal Bomb/Shard Bomb

The bombs competing for "best elemental damage bomb" are questionable because there is no direct damage elemental bomb other than deadly crystal bomb.. however, shock ticks deal elemental damage and most undead/construct aren't resistant to fire (I believe only kats, which are weak to shock). Since both follow the same play style of run away + drop the bomb, ash of agni/voltaic win out in my books simply due to their not having chaotic knocback and ability to damage entire crowds heavily (whereas shards are just an explosion). Nitronome is also not a bad option for pure DPS.. its full DPS is 245 damage per second (according to Zeddy), whereas shards WOULD cap out at 320 against weak enemies, doing anywhere near what nitronome offers would require above very high CTR which leaves them prone to invincitinks and renders them useless.

These factors, combined with options like venom veilor/obsidian crusher and other damage bombs also work against deadly shard bomb, making it into another lackluster item.

Shocking Salt Bomb/Dark Matter Bomb VS Dark Retribution

The matter of dark retribution should be an obvious win. Against a weak enemy, dark retribution has a damage per second of 1066 when fully buffed- that puts it up there as the blitz needle of bombs. Against a neutral enemy, it has a DPS of 588 capable of crushing any amount of shock and shadow damage a shard bomb can deal to the various contructs and finally, against undead it would have a DPS of 209- far greater than any amount of shock. It does no knockback and it hits in an area over time, stacking with itself perfectly. While salt bomb isn't that bad, dark retribution is just that good... during difficult missions, no serious bomber would use shocking salt bomb over dark retribution and that is the bottom line.

Scintilating Sun Shards VS Dark Briar Barrage

Lastly, the competition that is dark briar barrage. While the item is better overall than scintillating sun shards due to its ability to counter huge numbers of grievers (shards can fight 4-5 grievers and come out ahead consistently, but not 12), the shard bomb is almost certainly better against just about everything else, especially when no boosting stats are applied-- SSS clocks in at 175 damage per second while dark briar barrage deals only 145 damage per second. As I highlighted at the start of this post, the shards' attack pattern is also better suited for fighting devilites and gorgos as well as beasts whom are weak to stun. This makes it the ideal bomb for a certain Heart of Ice (as well as a fair number of arcade levels) in particular, where the first priority is on the fiends and a larger number of piercing weapons can be brought.

Deadly splinter bomb does a bit more damage (and the same thing), but lacks the stun that fiends and beasts dread as well as the fiend damage bonus that negates most of the need to give the bomb any kind of damage buff.

Example Set for Heart of Ice:

Full Snarbolax Set (Or some combination of black kat, snarbolax and dread skelly)
Dread Skelly Shield (or snarb shield)
Rigadoon/Final Flourish
Scintillating Sun Shards (Some CTR from UV or trinket)
Blitz/plague needle (optional)

Conclusion

Scintilating sun shards is a borderline acceptable item due to its ability to hard counter many fiends and all beasts whereas none of the other shard bombs have a setting where they are unparalleled or recomended.. and I would almost certainly recomend scintilating sun shards, if post-game bombers needed a little something for their heart of ice game, or if someone newer to the game was having trouble with devilites but not grievers.

DPS chart- https://docs.google.com/spreadsheets/d/1C-ZS4k9_VoyP8qPxCqPMNxwbeZybUJBm...
IGN- Fehzor (was tempted to write NJThug, Atalanta or Bopp there)

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Skepticraven

All of them except deadly splinter bomb.

There is a situation where each and every shard bomb can be useful. Be it damage weakness or status invulnerability. The problem is that sun shards deal stun and not much is immune to stun [Apocrean harvester is!].
Obviously they are not for DPS. You have to be a bit more creative with their uses, similar to antigua line guns/tortoguns.

The bombs have very predictable knockback - away from the most recent explosion.
They also have a long timer for damage being dealt.
Combine these two and you have a moving perpetual "safe" zone from melee monster attacks.

They also have moderate interrupt [no where near as strong as magnus guns], which is great against turrets if you have good timing.

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Krakob

Best shard bomb = Deadly Shard Bomb coz other bomb actually not shard bomb exmple deadly crystal bomb = crystal bomb not shard bomb
ign krakob

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Lunatiqe

The old Radiant Sun Shards coz they were really fun. Well the new ones are fun too but the old ones aint ever coming back. Wanna have what I can't have. :P

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Nertgvv
NEW QUESTION

NEW Q OF DA DAY! Everyday it gets edited and updated!

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Krakob

Does the Warmaster Rocket Hammer do more DPS on the first strike on strong compared to the Brandish lines?

Look at this:
Lancer Knightz (Guild)/Sword Damage (Depth 24)
Lancer Knightz (Guild)/Sword Combos Per Minute

There's data. There's no proper data on just 1st strikes, though. My estimate is that you can squeeze in about 3 WRH hits during 5 Brandish hits if all are shield cancelled and perfect switch attacks as necessary.

Looking at the Lancer Knightz data, we see that an unbuffed Combuster does 270 damage per hit while WRH does 307. There's a pretty clear winner here, but perhaps there's more to it. Let's start with the simplest calculations:

5 Brandish hits in x seconds gives us 270 * 5 = 1350 damage.
3 WRH hits in the same amount of time gives us 307 * 3 = 921 damage.

Suppose we can, however, hit two enemies consistently with WRH, and that damage doubles though.
921 * 2 = 1842
As an experienced swordsman, this is quite easy. In fact, very good players (such as myself :D) should be able to consistently hit three enemies with a heavy sword and two with a light sword. This is where things perhaps get the most interesting. Multiplying our simplest DPS calculations...
1350 * 2 = 2700
2763 * 3 = 2763

So in the end, WRH should be better in the hands of a good player but then again, these limits are silly. A brandish user should be using the combo for interruption and optimal amounts of multihits as well as the charge for huge crowd damage while a WRH user should primarily be using the dash to dish out damage.

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Bopp
agree

I agree with Krakob, that a WRH user should be using the first two strokes.

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Nertgvv
Haha

Sorry got lazy xD

NEW QUESTION

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Krakob

What is your personal favourite weapon and why?
Cautery Sword. It's incredibly powerful and makes the entire game a breeze.

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Bopp
post #7

Krakob's post #7 unequivocally won the second question, but I do not see him in the list of winners.

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Skepticraven

What is your personal favourite weapon and why?

Cheshireccat's construct disassembler.

It's a wrench wand with damage vs construct very high UV.
Keep in mind, a wrench wand gets a natural damage vs construct high [like argent peacemaker vs undead high].

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Nertgvv
Sorry bout the winners list

Sorry bout the winners list. Fixed it.

KEEP POSTN :D

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Fehzor

Without receiving new areas to master, I need new and novel weapons to play with, or I get bored and play less. Naturally, weapons like the tortofists that keep me entertained while not relieving me of my ability to be an effective party member stick out to me.

The tortofists aren't just a straightforward area attack, or point damage, or anything of that sort, but rather a backwards dodge that shoots out a barrage of smaller bomb shots which in turn become walls of damage. If anything, that alone is a lot to take in and consider before tossing out the window- what are the possibilities with such a weapon? How would you use it effectively? There's plenty of time to craft one and find out.

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Jmmoormann
Winmillion!

Even though it's obviously not the most powerful weapon, it is one of the most fun ones to use. There is nothing funnier than using it against a group of wolvers, devilites or gremlins, as they will just keep on dodging every time you attack. The only thing you should not use it against is mecha knights, since they will just block everything.

TL;DR

Herp Derp weapon, makes stupid enemies dodge so they won't attack you, just completely OP

IGN Jmoormann

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Nertgvv
Early change!

Early change!
Congrats Jmmoormann! Sorry for the small fee though, I'm saving up for something :)

NEW QUESTIION!

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Bopp
good question

Warmaster Rocket Hammer or Divine Avenger? Which is better?

It's a good question, and one not directly addressed in my sword guide. Both do good damage, although WRH does more damage in most situations. Both require some practice to master, which is satisfying, but WRH requires a bit more. WRH also has bizarre utility such as using the dash to move yourself around and even move other players around. WRH also has boring utility such as breaking blocks. So I'll have to give the win to WRH.

Aside: WRH, alchemers, and old Radiant Sun Shards are some of the best-designed weapons, because they are weak in the hands of a novice but strong in the hands of an expert.

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Traevelliath

Clearly the Divine Avenger is superior.

Why? Well the Warmaster Rocket Hammer is suppose to be a perfected design, but it's worryingly flawed. Despite being a final model, it's quite clearly being held together by red electrical tape. I'm not even sure what that cylinder near the base is suppose to be. I suspect it's important, which is why it's worrying. Not only is it blatantly exposed, but its mount is hastily made. If you don't watch your swings (and how could you with a rocket hammer...) you can easily snag that cable-thing running along the handle. If it's a power cable, then you've just electrocuted yourself. If it's a fuel line, then you're now spraying rocket fuel near a lit engine (and with all the shock/fire vulnerable Chaos sets people wear these days...).

Now the Divine Avenger is a perfect example of a well crafted sword. You have to prove your worth before you're allowed the honor of losing to such a sword. Its blade is forged from pure sun steel. Its hilt is tastefully wrapped in the finest miracloth. Its runes are etched by hand with the skill of a master weaponsmith. Unlike the clumsy Warmaster Rocket Hammer, the Divine Avenger is a more elegant weapon, from a more civilized age.

IGN: Anakletos

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Fehzor

Warmaster Rocket Hammer should outclass divine avenger most of the time because of its ability to deal large amounts of damage point blank using its first two hits.

Rocket Hammer's strong point

Consider these values from the wiki-

First 2 hits of warmaster rocket hammer vs undead/construct: 340 + 3 * 241 = 1063
Damage from 3rd hit: 403

This is a big deal because it can do that damage very quickly, for instance before a deadnaut turns around or a few times against vanaduke's mask or against a turret before that fires.

Compare this to Divine Avenger-
First/Last: 328/445
One combo = 773, which is about half the damage of a full combo from warmaster rocket hammer.

Divine Avenger's Strong Point

Divine Avenger's charge, is what sets it apart from other weapons and warmaster rocket hammer in particular. DA's charge pierces, and has 3 projectiles making it very good at dishing out crowd control.

Charge damage if you get 10 hits with the piercing projectiles: 682 + (188 * 10) = 2562

This blows rocket hammer out of the water when it comes to this aspect of the sword.

So why is Rocket Hammer stronger?

Because what it does is more spectacular than what divine avenger does. There are a LOT of swords, most of them actually, that deal some form of crowd control like that. These other swords tend not to get stuck on stuff, and tend to have more going for them or the same things going for them- the brandishes, sudaruska, even fang of vog all compete with divine avenger, and when it comes to picking one there really isn't a wrong answer.

Warmaster rocket hammer on the other hand competes with nothing, as there are no pure elemental swords that deal damage like it does. The only thing that comes close to it is dread venom striker, which requires tons of damage bonuses to actually win out- this contradicts warmaster rocket hammer, which requires very little damage or attack speed or anything to deal its damage, and is really not much competition to begin with. Because of this and the fact that most aspects of the sword are the same (both can deal the same 3 hit combos using sword techniques, both have knockback, etc.), warmaster rocket hammer is the more significant and therefore 'better' item.

--------------------------------------------Not part of reply to question----

You should probably leave the past questions in the OP or something so that the thread makes some kind of logical sense. Like, "starting at comment 35 is question 15- what is.." So that that way people reading the thread for information (if they do?) can see what all of the posts correlate to.

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Sir-Henry-Cooldown

I love the rewards from the thread. :3 But really, it's not needed. Bopp and Fehzor flock to questions like Enlightenment thinkers.

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Krakob

I didn't get my CR :C
Either way, the prizes are so small I don't really see why you bother.

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Jmmoormann
Yay, I won:)

Like already told in the post, my IGN is Jmoormann (1 "m" less). Too bad I can't win today, although I probably wouldn't win anyway, since I have neither of those weapons. I will give an answer anyway, because... well I just like it.

WRH is better.

When it comes to damage with the normal combo, WRH just outclasses DA. It deals more damage and has its great dash which can inflict triple damage. Not much to say about it, it just deals more damage, and offers more mobility when used well.

While DA's charge might be one of the best of the game, when used properly WRH's charge can also inflict massive damage, but unlike the DA charge the WRH can be re-aimed between the 2 hits, making it easier to deal the max damage while keeping yourself out of danger.

Finally. the WRH has its pure elemental damage which makes it so great. Though it makes it completely useless against beasts and gremlins, the general rule of the game is like Midnight-Dj said in #1 "Specialization > generalization". By the time you have the WRH, you will probably have enough weapons to cover the WRH's weaknesses.

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Fehzor

@Jmmoormann

"[T]he WRH has its pure elemental damage which makes it so great"

Actually that's just wrong.

Having mixed elemental + normal on weapons detriments their damage, because now they are resisted more heavily than every other weapon.. but because of the way specialized weapons are balanced, the developers have given all split normal+specialized weapons considerably more attacking power. In the end, being split elemental is massively advantageous as all of damage boils down to underlying values. Consider-

Formula
Actual Attack*Damage Modifier - Defense = Damage Done

Defenses
Weak defense: 82
Normal defense: 164

Warmaster rocket hammer
First hit: 340 (wiki damage value) + 82 (resisted) = 422 actual attack
Dash: 241 (wiki) + 82 (defense) = 323 actual attack
Full Dash: 323 * 3 = 669 actual attack

Divine Avenger
First hit: 328 + (82 + 164) (resisted normal AND elemental defenses) = 574 actual attack
Second hit: 445 + (82 + 164) = 691 actual attack

Damage Modifiers
Attack orb: 1.3
Maskeraith: 1.3 (cloaked) or 1.4 (uncloaked)
Damage Increased MAX!: 1.24 (1.04 per stage * 6 stages)

Application

Whenever a split damage weapon hits, it gets the full resisted value buffed rather than the number you typically see when attacking. So if I attack with divine avenger, I will receive an additional (normal defense * damage modifier) - normal defense added on to my attack over what WRH would receive.

So if I use ___ with DA... I will receive an extra ___ over what I'd get w/ WRH. Values rounded.
Attack orb: 55
Damage max!: 44
Maskeraith uncloaked: 73
ALL THE MODIFIERS: 229

This property also applies to number of hits (as hitting twice resists defense twice), which is why dread venom striker receives an absolutely monstrous amount of bonuses from having everything applied to it, to the point of literally outdamaging combuster/acheron against their effective targets at similar bonuses.

In terms of our argument, rocket hammer's defense resisted is = elemental * 4 as it hits that many times with the first 2 parts of its combo, while divine avanger's resisted defense is normal * 2 + elemental * 2, as it hits twice with both of those being applied. The difference according to the wiki is 164, which means that my chart above applies to the full combo as well. I still prefer rocket hammer for the reasons mentioned in my post, but credit where credit is due.

See-
http://wiki.spiralknights.com/Defense

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Bopp
right

Although I haven't read all of that thoroughly, Fehzor is right. Split normal+special weapons are better than pure special weapons, all else being equal. The simple version is:

* Special extra damage (for example, elemental against undead) is not a percentage of weapon damage, but rather a fixed number, such as 65.5 at depth 24. So Combuster gets an extra 65.5 against undead, and WRH gets an extra 65.5 against undead. In this sense, WRH is no better than Combuster against vulnerable targets.

* Special damage penalty (for example, elemental against beasts) is pretty close to a percentage of weapon damage (about 84%?). So WRH gets a massive penalty against beasts, while only half of Combuster gets a massive penalty against beasts. WRH is much worse than Combuster against resistant targets.

I'm ignoring a lot of details here, such as computing damage before and after armor, and the fact that fixed extra damage favors many small hits over a few big hits. And in the end the developers can tune the damage numbers however they want. So you can't really rely on general principles. You have to look at the actual damage numbers that particular swords produce.

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Jmmoormann
???

Wow, didn't know that. I actually expected special damage to be a lot more effective against their intended targets, found a (quite old, so it might be outdated) graph lately which showed how much damage a weapon with x damage would do against neutral, resistant, weak, splite neutral and weak, splite neutral and resistant, etc. would deal (can't find the graph now), and it showed that pure special damage was always better. But boosts were probably not calculated.

It also makes me wonder if this works for enemies who can be boosted. Wolvers, which can be boosted by Alphas, inflict split piercing and normal damage on normal/advanced difficulty, and pure piercing on elite. So does this mean that Wolvers get higher attack increase at normal/advanced than at elite?

Thanks for correcting me, I didn't expect this to be so illogical.

I do remember someone saying that player defense was a percentage and no set value. But that doesn't seem to apply to monsters...

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Nertgvv
Ah sorry

Sorry. I don't have much time, i'll deliver your prizes in a few minutes. Thx

-Nert

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Fehzor

Player defense works exactly the same way as monster defense does, except for in lockdown (and on normal/advanced difficulty, as SkepticRaven points out in a later post) where there is a minimum resistance- if you have under 100 of a defense, that defense is set to 100. This makes strikers a bit stronger, nullfies the bulk of mixmatched armor and negates all damage resisting UVs that aren't stacked onto matched armors; i.e. divine set w/ normal max on each piece is worthless in lockdown.

In the arcade, your defense values scale with where you are and resist the amounts specified under the defense page. Since the developers value defense a considerable amount more than most rational people would dream of, armors are balanced to heavily favor offense-- the difference between "glass cannon" and "reasonably high" is about 25 defense per set, saving you 5/8ths of a health pip per hit. That's nothing, compared to receiving 1.24 damage and 1.08 MSI from something like the black kat set. Status resistances on the other hand are actually fairly decent.

As for monster attack buffs having the same principle I mentioned above applied, yes I would expect them to do so but the implications are a bit different because of things like sonic mode (always stick at one health) and knights having about the same health overall. It would really only come into play if you REALLY resisted them and they buffed themselves. For instance, if you were wearing full ancient plate armor in T2 while fighting a trojan, the attack buff would help the trojan kill you a considerable amount.. but if you were wearing something like skolver while fighting beasts, you would take more damage than anticipated but not an incredible amount more than anticipated. I'm a bit hazy on this though and it's really just a prediction, so if someone could clarify (like Hexzyle, if she is still reading these..) that would be nice.

And lol-

Are there a lot of these kinds of strange inequities in Spiral Knights?
You wouldn't believe...
Which guild do you play for?
A major one.

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Holy-Nightmare
The Divine avenger.

The Divine avenger.

It's name alone gives visions of deliverance and salvation. For those in need of a truly powerful and useful weapon they need look no further. This weapon has the potential to move mountains of enemies while dealing incredible damage. With this you can control the field of battle like few other weapons in the game.

The best part about this weapon is that it doesn't encourage mindless spamming. To get the most out of this weapon you have to position yourself well on the field of battle. You also have to have a purpose when playing, keeping enemies constantly rotating in a wheel of pain as you churn them about the room is incredibly satisfying.

It offers incredible power as well as safety, you can keep back waves of enemies, and deal heavy damage to larger monsters. Enough damage to send the Roarmulus into the next Phase with one charge, and to put a fearful amount of neutral damage on the Royal Jelly and Giant lichens.

It also fills certain gaps in a typical sword user's loadout. Wide area control and ranged attack (even across gaps). The only downfall of this weapon is countered by keeping your back off the wall.

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Bopp
Jmmoormann

Jmmoormann, might you have been looking at this classic study?

http://wiki.spiralknights.com/User:Exasperation

For this thread, the key thing to examine is the graph at the bottom. Look at the two green lines. They show a rather complicated relationship between "effective damage" (such as WRH against undead) and "half-effective damage" (such as Combuster against undead). But you see that the latter is not worse than the former.

While we're at it, it's also interesting to examine the second-to-last graph. The blue curve shows the "effective bonus" (such as elemental against undead). There is a weird bump at low damage values, which is the "threshold effect" discussed at the wiki page Defense that Fehzor linked. After the bump, the curve levels off at a particular constant, which is the constant extra damage that we mentioned. Later studies by Zeddy and others explained this constant in terms of armor on monsters.

Happy travels.

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Nertgvv
NEW QUESTION

NEW QUESTION
Congrats to Holy-Nightmare for his last minute post, describes damage and the AWESOMENESS!!!

Keep Goin! (Thank to Bopp and Fehzor for helping Jmoormann!)

EDIT: Sorry its Fehzor.

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Skepticraven

@Fehzor

Player defense works exactly the same way as monster defense does, except for in lockdown where there is a minimum resistance

That is true for elite difficulty. Players also get a minimum in PvE while not on elite difficulty. The LD minimum is likely because LD is considered non-elite PvE game mechanics wise.

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Fehzor

Really? Holy-Nightmare won that? I thought that the section I titled "So why is Rocket Hammer Stronger" countered the points made by Holy-Nightmare in a pretty solid manner. Explain to me why I'm wrong so that I can correct myself if need be because I'm not buying it.

@Skepticraven

Oh wow, I really didn't know that so thanks a ton... it could also just be that I don't play PvE on normal/advanced unless someone goes out of their way to convince me into it. I'll go fix my post.

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Bopp
Fehzor

Fehzor, the contest is telling us more about the person running it, than about the game's weapons. Happy travels.

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Nertgvv
Ah god right,

Sorry. Didn't read my own question carefully.
Its Fehzor, I guess.
{no expression possible}

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Fehzor

I mean you don't have to do that and Bopp is kind of right, it is your contest and your crowns so if you think Holy won then that's fine.. I'm just curious as to how I could better persuade/inform you.

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Nertgvv
No its ok

I didn't notice that Holy-Nightmare did not talk about the WRH at all. You did and made it PRETTY CLEAR on which one is better.
Thanks for offering though.
:D Appreciate these guys :D

Setakat
Question: Which shield in LockDown do you like best and why?

This question is rather open ended, and doesn't have a defined answer since it heavily invites personal preference over general effectiveness.

Going to keep this short since I'm pressed for time atm.

Personally, I prefer the Recon shield. Why? Drop cloak for a moment, then recloak, head off on a tangent, and watch the nearest enemy(s) come investigate. Also uncap points, and keep some enemy running around to recap everything, and out of the fight while I'm decoying and uncapping. Also, you can't kill what you can't see.

Generally, Striker shield. Sword damage and speed increase, as well as the boost. Close the distance, and whack them hard with a big sword. The health penalty is easily negated by trinkets. Basically, it allows you to preform high speed hit and run ambushes.

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Holy-Nightmare
Turbine on a stick

Sure the WMRH is better but it's ugly..... basically a turbine mounted on a stick. For all the hype Seerus gives about it, the WMRH is obviously made by a gremlin who lacks any sense of aesthetic designing. The Divine Avenger has flair, beauty, utility, and more than enough power to make it useful. Even the swing sound is better. The middling difficulty curve and the unrivalled DPS against large crowds makes the DA my choice.

As for Lockdown...... I don't play much just due to how unbalanced the PVP in this game is, if I want PVP that rewards skill and not dumped $$$ I'll play TF2. Anyway enough ranting.... I love it when I can use the Guardian Shield, it fits how I play almost any game, I play the survivalist and this shield was made just for this. It can hold off enemies, cover and heal your teammates, and makes you a real threat as a Bomber/sword hybrid. Sadly however with the introduction of the BK set, and Buffs to Acheron and Chaos the defense values on the Guardian shield drop quickly from just gunfire. This shield was intended to counter gunfire spam for your team and now it has really lost it's value. I don't play lockdown anymore but if SK ever does try to balance LD this will be my first shield to try out.

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Nertgvv
NEW Q AGAIN

Ok. HAd band practice, so yeah.
Grats to Setakat. Nice description and general/personal preference, and in a good time!

Keep postn

Setakat
<- IGN

Was going to expand it out a bit more once I got home, but I forgot. XD

Question: Which armor SET is your most prefered one? (has to be 5*)

An interesting one. Some players would likely have a general set they use all the time (eg Chaos), while others would have specific sets for different levels. Are you interested in our general set, or the set we use the most because we repeatedly run a single mission/arcade stratum(s)? Some players might event have different general sets - I have 3 depending on what damage type I'm most likely to encounter in a level.
And I'm not even going to get started on classes.

And regarding defining 'SET', is this a predefined set (Vog Cub, Chaos, etc) or a player specific combination?

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Traevelliath

Snarby Set

It's the only set in the game that has a helmet, armor, shield, sword, and bomb

EDIT*
IGN: Anakletos

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Nertgvv
@Setakat

@Setakat
Set, as in Traevelliath's post. Not Chaos+Vog, like Vog+Vog.
Just letting you know, you can't win 2 days in a row.

Setakat

Allgood. Just wanted to clarify since I've seen different definitions of what is a set in SK, with the wiki sets being the most common definition.
And I knew about the no '2 win in a row' rule. Its the reason I didn't put up an answer.

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Nertgvv
Anyone have awnsers?

Anyone have awnsers?
Cannot get a winner if this happens.

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Vohtarak-Forum
I'm vohtarak, call me by that name

For a favorite set (crap seerus mask doesn't have an armor)

I would say I like mercurial slime set
Shock resist and speed, easier to get than mercurial demo, although I have good UVs on it I'm guessing they don't count

If I win (not likely) my ign is Vohtarak

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Holy-Nightmare
.....

My favorite armor set is a hybrid set.

Perfect Mask of Seerus and Vog cub coat.

This set offers boosts that pair well together. As a survivalist I would rather have valuable resists than a bit of extra power, I have a Battle sprite for any perks I need. The increase in swing speed makes using swords much more safe and means that I don't have to worry about timing sword attacks as much since I can get a more immediate attack even on slower swords.

The Mask of Seerus offers a very nice speed and CTR boost to guns and this can make battles all the easier. Many charge attacks from guns can leave your knight open to attack and this piece of armor resists 2 statuses that hinder charging meaning it can get back to fighting much more quickly than a Chaos set that is hit with a status.

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Fehzor

In my opinion, the preferred set is likely always either black kat or chaos, although since this is personal and I have the advantage of unique variants at my disposal, I'm going to go with black kat on this one.

My procedure for choosing armor is as follows:

1. If I require a status resistance for whisps or otherwise, choose that status resistance. E.G. Use dragon scale set for C42
2. If I require a utility statistic beyond trinkets etc. that isn't MSI, choose an armor for that. E.G. Use chaos for CTR
3. Use black kat for damage max vs everything.

This ends up with the bulk of my sets looking like this:

[Some weapons@CTR/ASI]
[Full Black Kat@Fire UV]
[A defensive shield, or swiftstrike if I'm going for a dodge-based loadout]
[Sprite perk for MSI if beneficial, otherwise a weapon stat or health, pending]

The only levels where this is not the preferred set are ones in which there is an absurd amount of a status that isn't ice (i.e. firestorm citadel, gitm, C42), and on levels in which I am using a loadout that makes MSI+damages is useless/ineffective to me (i.e. Using nothing but haze bombs (damage useless) or). Whenever these conditions that prevent the set from dominating every other armor are actually presented to me, I tend to try to mix and match with black kat.

In other words, black kat is akin to my default armor as its combination of global damage high and msi period tend to win the "stats game", where relevant stats are relevant stats period and you're trying to get the most relevant stats so that you can show the game who is the boss using your relevant stats without concern for being "unique", because there is no unique armor that rises above the stats game.

Armor is not special. It is not a beautiful or unique snowflake. It is the same boring stats as everything else.

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Nertgvv
NEW Q AGAIN AGAIN

NEW Q AGAIN AGAIN
I would have loved to give a different person a chance, but really..... Fehzor has the best description. Give others a chance, will you? xD
Yeah, No reward, sorry, need some LD money. Plz still post as you'll still be listed if you win

Plz keep postn :(

EDIT: Holy-Nightmare would have won but, sorry but, I was going for sets as in Vog+Vog, so the PMoS would be excluded as there is no armor variant. Sorry.

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Vohtarak-Forum
I'm vohtarak, call me by that name

If you won't give a prize then shut this down, if you mean you will give a prize at a later time please clarify

If you're not going to rip off winners and give prizes like you said you would, I'll say yes, people use the grey owlite shield a lot, usually in vana, ive also seen a fair amount use grey feather sets in ghosts in the machine and multiple stray levels in the arcade

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Nertgvv
Huh

Im pretty sure not everyone is writing something for the sake of the prize. Its only a motivation.

Anyways I removed it you'll still get prizes.

Oh yeah and Grey Feather is useless in Vana as everyone does shadow.