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Punch and UV Rolling Revision

6 replies [Last post]
Wed, 05/06/2026 - 12:00
Glitch-Incarnate's picture
Glitch-Incarnate

With the Forge update adding some much-needed quality of life to what was arguably the most outdated and cumbersome system in Spiral Knights, I want to draw attention to another system in need of revision: Punch and rolling for Unique Variants. The system is built to work heavily against players from rolling solid UV's for gear -- mostly weapons -- by inflating the pool of desirable effects like Attack Speed Increase / Charge Time Reduction with Damage UV's against ONE enemy type when there exists gear with damage bonus' for entire weapons and even universal bonuses (Looking at you Black Kat and Chaos). Armor and Shields have generally desirable effects all around, so this is less pronounced with those types of equipment. As a statistic, this is a 25% for ASI or CTR, dropping to 14% if rolling for a second UV or if you're rolling for a bomb that ONLY has CTR. What's more are how these stacked odds are made worse by UV rarity -- You'll get Low affects three times more often than Medium ones, and while High or Very High UV's should absolutely be rarer the disparity between Low and Medium is too great when you're trying to roll for a solid UV. These issues are all compounded by the cost of rolling, and can result in players spending hundreds of thousands of crowns, even crowns into the millions to get the desired UV on their weapon, since those low percent chances at impactful UV's are made worse by the probability of Low to Normal. All of these problems get worse as players try getting a second UV or even a third on their gear.

Therefore, I'd like to make the following suggestion: players can use Moonstone and Valestone to influence their odds.

Since Moonstone and Valestone don't have an in-game use, what if they could be used as a form of currency at Punch's shop to improve their odds? A tab could be added in Punch's shop to deposit Valestone towards increasing the odds for a specific effect like ASI, while Moonstone could be deposited to Increase the Chance at a good UV Level. To prevent this from being too cheap these effects could require a large amount of Minerals, something like .1% for every Mineral Added, to a maximum of 25% at 250 Minerals which would be the cap. This wouldn't guarantee that the player gets their desired roll but would significantly improve their odds at success while maintaining the randomness of the current UV system.

This would be my foremost suggestion for maintaining Punch's function, but I'd absolutely appreciate if other players could comment below their suggestions for how to improve the QoL for rolling UVs.

Wed, 05/06/2026 - 18:11
#1
Misski's picture
Misski
orr

how about finishing and releasing the last two pets on the topic of moon/valestone :)

Wed, 05/06/2026 - 19:30
#2
Glitch-Incarnate's picture
Glitch-Incarnate
About Sprites

Battle Sprites could absolutely be added to cover the Moon / Valestone, yes. However, that would mean that every mineral item in the game is used for the same purpose: to craft sprite food.

I would posit that new Battle Sprites could absolutely use the Divine, Power and Shadow food items as well as the original Drakon, Seraphynx and Maskeraith. This would make it so Crimsonite, Luminite and Dark Matter have a defined role separate from the use I've proposed for Moonstone and Valestone.

Wed, 05/06/2026 - 19:46
#3
Skelescat
Another approach...

I agree that these minerals should have another use, though I feel like they would stay more on theme if Grey Havens released Cosmic and Wild Sprites for the Blue Moonstone and Green Valestone minerals respectively.

I feel like there should be a way to "guarantee" high-level UV's while keeping the randomness and gamble of rolling intact. The idea I had in mind is to introduce a Minecraft-style enchantment combining mechanic, where in Minecraft, if you combine 2 level 1 enchants you get a level 2, and 2 level 2 enchants you get a level 3, etc. For Spiral Knights, however, I think it would be better to increase the number of tools to 3, as it is fairly easy to come across Charge Time Reduction Low or Attack Speed Increase Low.

Keeping Punch's chance to roll UVs the same percentage it has been, while adding the mechanic to combine 3 identical (unbound) tools of matching UV would create 1 new tool with a UV of +1 what the old tools had.

For Example:

Brandish with CTR Low + Brandish with CTR Low + Brandish with CTR Low = NEW Brandish with CTR Med
OR
Autogun with ASI High + Autogun with ASI High + Autogun with ASI High = NEW Autogun with ASI Very High

This makes it easier to get higher tier UV rolls on easier-to-get gear, while still maintaining that on some gear, like Black Kat Cowl, it is still probably more cost efficient to roll for higher UV right out the gate. This also maintains the rarity of Very High UVs, making it very expensive to "guarantee" a high level UV, but still making it possible to work toward one without needing to gamble your life savings away for Damage Bonus VS Slime Low on a Blitz Needle

Wed, 05/06/2026 - 23:51
#4
Arthur-The-Warrior's picture
Arthur-The-Warrior
New Battle Sprite ideas

Speaking of new battle Sprites Misski, I would love for Moonstone following the knowledge theme be given to a modified E-Class Battle Sprite that turns more and more into a flying war machine with arms. One Gatling gun arm with an upgrade path that adds shock, and one shield projector arm. While Valentine representing nature can be given to a Lichen sprite like that one concept art, but give it ice abilities.

And if we get any reskins, I would love one for Seraphynx that turns it into an Owlite carrying a scroll or book. And Snarble Pup really needs to return too.

Thu, 05/07/2026 - 09:24
#5
Glitch-Incarnate's picture
Glitch-Incarnate
As much as I appreciate these

As much as I appreciate these ideas for Battle Sprites, I think another Forum Thread would be best for discussion of that idea ^^

Thu, 05/07/2026 - 16:52
#6
Arthur-The-Warrior's picture
Arthur-The-Warrior
You're right

You're right about that, just wanted to comment on what someone else said. But getting back on topic, I liked the ability to fuse weapons with the stats we want. Not sure if it's a good idea though, but I do like having the variants being able to be upgraded and getting ones we want. Maybe tickets for certain variants could help with that too? Like damage or charge time reduction.

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