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Punch Status UVs on Shields?

5 replies [Last post]
Thu, 05/28/2026 - 18:01
Nethorse's picture
Nethorse

So I've been catching up on Spiral Knights after a long while, and while reading through the patches for the latest fixes (many long overdue, quite frankly), one caught my eye: "Added sleep resistance variants to Punch's possible armor and helmets options."

This has me wondering: are shields deliberately capable of receiving status resist UVs on craft only? Why not allow Punch to roll them? Is this some kind of ploy to drive exorbitant prices on shields with status resistance UVs? Why are there two different UV-rolling functions to begin with???

Seriously though, shields being able to get status UVs from crafts but not from Punch seems like a major oversight, and I cannot perceive a reason why it would be that way be design. That one guy who uses Ancient Plate Shield unironically must be pretty sad. Surely this can be fixed?

Fri, 05/29/2026 - 16:18
#1
Jcyrano's picture
Jcyrano
there is a post about this

there was a conversation about this...

Fri, 05/29/2026 - 22:51
#2
Estebag
I would love to see shields

I would love to see shields getting resistances to something, you can only get defense to the 3 damages

Mon, 06/01/2026 - 04:56
#3
Bopp's picture
Bopp
right

This has me wondering: are shields deliberately capable of receiving status resist UVs on craft only?

Right. Shields have been incapable of getting status resistance from Punch for a loooong time. Maybe even the entire time that Punch has existed. I forget.

Why are there two different UV-rolling functions to begin with???

Originally you got UVs only from crafting. Then Punch was added. Later, the ability to lock UVs while rolling for new ones was added. Punch acts as a crown sink. It increases the number of UVs in the game. I'm fine with it.

It's true, that if I could get status UVs on my shields more easily, then I probably would. But even a +4 (Maximum!) UV is not as strong as native status resistance based on the kind of shield.

Wed, 06/03/2026 - 11:09
#4
Nethorse's picture
Nethorse
re: "why are there two functions"

What I meant was, why does the code that Punch uses to select UVs rolled differ from the one that is used to select UVs rolled on craft? Someone had to write the code that went over the list of eligible UVs and picked one, and wrote a separate routine for the two ways they are rolled. That said, as a knower of programming ways, the answer is probably that the UV selection routine was already wrapped in the programming code so it seemed easier to just rewrite a copy for Punch, or something.

And yeah, status UVs aren't everything, but it'd be nice to punch some big resists on my Omega Shell and make it even cooler than it already is. :)

Wed, 06/03/2026 - 13:15
#5
Bopp's picture
Bopp
oh I see

Sorry for misunderstanding you. I don't know why there are two "formulas" for allocating UVs.

My impression, based on ancient research does by knights such as Glacies, is that status UVs are far more powerful on shields than damage UVs are. Maybe that's why Punch doesn't give them to us.

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