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Question about crafting unique variants and their usefulness

3 replies [Last post]
Mon, 06/20/2011 - 14:54
Mafiaso's picture
Mafiaso

First off, just incase anyone decide to bash me to go wiki, i did read up all the info (that i could possibly find in there)

I know the ratings of low to max when crafting an item.(or non at all)

question 1: On this page http://wiki.spiralknights.com/Abilities, it says "Ability boosts are additive"
How do you combine 2 lows to medium? is there an option to that when crafting?

Base on these info from wiki
armor : Bonus damage protection from (normal, piercing, elemental, shadow), or
status resistance against (stun, freeze, sleep, poison, fire, shock, curse)
weapons: Increased attack speed, Charge time reduction

Question 2: Which of these UV is most preferable on armor and weapon?(is recharge time on sword good? i know attack speed on bomb is ..useless)

question 3: For defense variants, what exactly does "elemental", piercing and shadow protect you from?

Thanks for taking the effort to read through so many question on your sparetime :D

Mon, 06/20/2011 - 16:02
#1
Kathoric
Legacy Username
1. Combining boosts consists

1. Combining boosts consists of equipping multiple items that have the boost, or an item that has that boost inherently plus a UV for it as well. For instance, both the Wolver Cap and Coat have extra sword damage low, so with both equipped, you get medium. A Wolver cap already has some defense against Pierce, so if it has a UV for pierce defense medium, this is added to the cap's inherent bonus.

2. Sorry, no easy answer for this one, other than "it depends...". Which bonuses are best for you depends a lot of your play style, skill at dodging attacks, what bonuses you are already getting from your preferred equipment, whether you've bought the extra weapon slots so you can switch between weapons depending on the monster type, whether you prefer melee weapons over ranged or vice versa, so on and so forth.

3. In T1, all mob attacks do Normal damage. In T2, they start doing mixed Normal damage along with another type (which type depends on the monster). In T3, you get monsters that can do 100% of their damage via one of the other types. Which type depends on the monster - for instance, Wolvers do Pierce, Phantoms do Shadow, and Gun Puppies do Elemental. Check the wiki entry for a given monster type to see what type(s) of damage it can do.

Mon, 06/20/2011 - 16:08
#2
Dirty-Harry's picture
Dirty-Harry
1: What they mean is that if

1: What they mean is that if you have a hat that increases sword damage low, and armor that increases sword damage low, overall you will have sword damage Medium. Or if you have a sword that is at level 10 (giving it CTR medium) and a Very High CTR UV, it will be at a Maximum CTR total.

2: On armor it really varies, I can't say much for in general other than since almost nothing can put you to sleep, it's not going to help you if you have sleep resists. Check other threads about "What UV for ____ armor/sword", there are many that could answer your question. CTR on swords really depends, most swords that have a 1 attack charge (brandish, sealed swords, calibur ect.) are usually going to be very good to have with a CTR UV. Multiple hit charges (flourish, cutter ect.) are less likable but some do enjoy having those charges as well.

3: You can check what enemies do what type of damage on the wiki. Elemental protects from elemental attacks ect.

Tue, 06/21/2011 - 15:38
#3
bushwhacker
Legacy Username
I'm not experienced enough to

I'm not experienced enough to answer 1 & 2, but when an enemy is going to attack, they 'telegraph' the attack generally by adapting a certain posture and an aura appears around them, pointing to where they'll attack.

A red aura signifies normal damage, yellow is piercing, green is elemental and purple is shadow damage.

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