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Documenting damage types by monster

12 replies [Last post]
Sun, 02/06/2011 - 10:51
Pauling's picture
Pauling

We've got a lot of good information on the wiki, but we're missing something crucial: a list of what type of damage you can expect to take from given monsters. (normal, shadow, piercing, or elemental)

Without that information, it's rather hard to choose armors suited to a particular kind of encounter. We need:

1. A clear way to determine this information
2. A specific new field added to the Monster info templates
3. Lots of guinea pigs who don't mind being smacked around repeatedly by monsters in the name of science

Thoughts?

If anyone has reliable information on what monsters do what damage, feel free to add it to this thread, along with your reason for believing that damage type. For example, "beasts have teeth so OBVIOUSLY they must do piercing damage" isn't a good reason, but "a dev said that brambles do normal damage" is reliable.

Sun, 02/06/2011 - 11:08
#1
Saphykun's picture
Saphykun
I'd rather not be called a "guinea pig".

I could go around in Tier 1 or 2 and sacrifice myself :) I need to collect more 2*/3* recipes, anyway.

Something I noticed a while back: Sometimes purple/cyan bars will pop out of you when you get hit. I'm not quite sure what that means. Maybe they're indicators of the type of damage you took?
FOR PONY, IN THE NAME OF SCIENCE!

Sun, 02/06/2011 - 11:10
#2
Nooblar
Legacy Username
Getting four players, have

Getting four players, have each max out one resistance type, and allow certain monsters to hit them, then compare how much health is lost, seems like the easiest way to test. As a second test, once we've determined that something does say, normal damage, we could compare damage taken by a player wearing all jelly, versus a player wearing all royal jelly, and see if the extra piercing defense does any good against normal type damage.

The trick would be that all four players need to be hit by the same attack, (skelly leap versus skelly swipe, for example) at the same depth, for it to be useful. If Troublemakers gets a chance, we'll try to organize some tests like this for a few monsters/levels.

It would also be good to test at least under moorcroft, as the range for lost health bars will be a lot more noticeable when things do more than 1 bar of damage.

Edit: A battle cry should be focused on nobility and honor.

Wed, 02/09/2011 - 14:41
#3
Saphykun's picture
Saphykun
Color indicators

My guess is that the color of the bars popping out of your head determine the type of damage you took. I trust that Nooblar and his crew will also find some interesting stats :)
All right, so finishing the danger room, there are four colors: Red, Yellow, Cyan, and Purple. Now for some data:

  • Red bars:
    Environmental: Brambles, Bomb/blast boxes
    Beasts: Wolvers' bite, Chroma licks (have not yet checked the Virulisks, which inflict poison)
    Constructs: Gun Puppy's bullets
    Fiends: Firebranders' flame status effect, Overtimes' strike, Devilites' Projectiles
    Gremlins:Thwackers' strike, Scorcher's flames, bullets, Menders' bullets
    Slime:All jellies' physical strike, blast cubes' explosion (body or remains)
    Undead:Zombies' strike
  • Yellow bars:
    Environmental:Mechanical spikes
    Fiend: Firebranders' javelin throw (have yet to confirm other attacks, since their ranged attacks appear bugged ALTOGETHER O_O)
    Slime: Giant Lichen Colony's projectiles, ground spikes
  • Purple bars:
    Fiend: Trojan smash
  • Cyan bars:
    Beasts: Deadly Virulisks' lick
    Undead: Kats' poison bullets

    This post will be updated periodically :3
    Last updated: Feb. 09, 4:42PM, EST

Sun, 02/06/2011 - 12:00
#4
Pauling's picture
Pauling
If the bars are indeed

If the bars are indeed indicators of damage type, that would be very helpful!

Following the color scheme on the character panel:

Red= Normal
Yellow = Piercing
Green = Elemental
Purple = Shadow

Just to verify, Saphy: are you referring to the "bullets" of a gun puppy, or "missiles", from the very rare rocket puppy? (Also, can we get someone to please check on status effects, like fire and curse?)

Sun, 02/06/2011 - 12:03
#5
Saphykun's picture
Saphykun
Oops, yes, I meant bullets. I

Oops, yes, I meant bullets. I call them missiles, since rockets are rockets to me ^^;

Sun, 02/06/2011 - 19:19
#6
Levonis's picture
Levonis
I actually started doing some

I actually started doing some research on this a few months ago (I'll try to compile my info), and I noticed that back then, Dust Zombies inflicted shadow and normal damage in their strikes, but now it appears only red bars come out. I'm going to test if it's an intentional change or some graphical fault, since shadow damage seems like a logical thing for zombies.

Also looking at my old data, some monsters with multiple attacks give different types of damage. For example, Sloombargos' spin attacks are piercing, and their tackles are normal and piercing. Firebranders' fork throws are piercing, but bombs are normal. I'm going to have to verify a lot of this information since it's very outdated. But if this is still the case, we may be better off listing the variety of attacks from each monster along with the damage type.

Sun, 02/06/2011 - 22:04
#7
cyclohexane
Legacy Username
The Trojan does shadow damage

The Trojan does shadow damage (purple) if you stand right behind or too close to him during his pelvic thrust attack up buff.
Hurkats do elemental damage (cyan) if you are hit by their poison attack balls.

Sun, 02/06/2011 - 22:20
#8
Pauling's picture
Pauling
This is good

This is good information!

Nooblar, I also think that your proposed tests have additional value. The main question: what is the effect of 0 vs 100 vs 300 defense against a given damage type? I look forward to seeing your results from this. In order to create a wider "spread" of numbers, it would probably be best to do these experiments in tier 3.

(if you do the experiments in tier 1 or even tier 2, small differences in damage- 1/4 vs 1/2 bar of health- might not be displayed correctly. Tier 3 offers more damaging monsters, and big vitapods)

Thu, 02/17/2011 - 22:04
#9
Pauling's picture
Pauling
Yn claims that monster

Yn claims that monster attacks now have some sort of accompanying color. Here is a rundown, as transcribed from guild chat. These notes pertain to monsters in tier 3, on the approach to lord van's citadel.

red
rock jelly
wolver
gremlins
thorns

green
slime (or yellow?)
gun puppies def- mk iii

purple
zombie
fire zombie
kats

Invisible mental anguish
The chat interface inflicts high damage of this type

Fri, 02/18/2011 - 09:54
#10
Ynahteb's picture
Ynahteb
Lichen colonies (the big ones

Lichen colonies (the big ones with spikes) are a definite yellow. I'm not sure about small ones when they tackle. Lumbers seem to be without a color altogether, I bug reported this.

Edit: Healer gremlin's magic missiles are green.
More: Ironclaw Scorcher's attacks (bullets and flame throwing) are both red, as are the regular thwacker attacks.

Thu, 02/17/2011 - 23:36
#11
Levonis's picture
Levonis
This update has put a lot of

This update has put a lot of the data that Saphy and I put together incorrect, but at least it makes more sense.

Edit: After checking, all size of lichen still tackle (normal damage), but every other attack (spin and the spine roots thing) does piercing damage.

Fri, 02/18/2011 - 09:20
#12
Saphykun's picture
Saphykun
It's good to see that Gun

It's good to see that Gun Puppies deal elemental damage. I never quite understood why it did normal damage (before).
Some things haven't changed (like many beast attacks). Undead deal shadow damage, hooray!

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