Something I noticed

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Xplor's picture
Xplor

I was doing some SK wiki research for my end game shield when I noticed something. I wanted to have something to protect myself from the slag walkers/guards, so something with elemental and shadow damage, but there is none!!! The 4 attack "styles" Normal, Piercing, Shadow and Elemental: there is a combination for all except a shadow/elemental defense shield. (crest of almire (normal/shadow), dragon scale(elemental/pierce) and grey owlite shield (normal/elemental) all with fire resist)

Now before you jump the gun and say that there is no shadow/elemental equipment I would like to quickly point you towards the divine set for the armor and helm side.

Please excuse me when I say that I am not requesting it, it just happened to be something I noticed what I mentioned above already works quite well.

Gigafreak
Legacy Username
There's a lack of

There's a lack of Shadow-protective shields in general. There are only two kinds: the Skelly Shield line and the Blackened Crest --> Crest of Almire line. And to get the Crest of Almire, you'll need to either buy it from an unbind-seller, or survive FSC several times without it...

Still, an Elemental/Shadow shield would lack Normal, and anyone who's dealt with a Trojan (Or Vanaduke himself) can tell you this is dangerous-- and nearly useless in Tiers 1 and 2. One of the most useful shields in FSC (other than the Crest of Almire itself) is... the Volcanic Plate Shield, which completely lacks Elemental and Shadow. The huge shield health, Normal defenses and resistances to fire and stuns makes it stand up to everything but the spike traps.

And remember that your armor's defenses don't reduce damage done to your shield. You may have Normal defense on your armor, but this does not help your shield deflect more Normal hits.

Doombexar's picture
Doombexar
Slags/Slag Guards only do

Slags/Slag Guards only do Shadow, so no need for elemental, thus, no elemental/shadow shield. A shield that doesn't have normal defense will die twice as fast as one that does, since everything does normal, even in T3. In FSC, all you see is normal and shadow, besides the red rovers, which you should NEVER get hit by anyways, so all you need is a Crest of Almire for the levels before Vana and a Volcanic Plate Shield for Vana himself, because its one of the few shields that can tank 2 mace hits.

Rommil's picture
Rommil
my

max elemental Volcanic Plate Shield is so awesome XD

Pupu
Legacy Username
Uh

But slags deal shadow/normal, nothing deals shadow/elemental

Eldibs
Legacy Username
There's also not one for the

There's also not one for the Shadow/Piercing combo. In fact, it would appear that only Piercing/Elemental got a combo shield. It's irrelevant though, because like the other posters have said, Slags do Shadow/Normal, so go with the Dread Skelly Shield, Crest of Almire, or Volcanic Plate Shield. Grey Owlite Shield isn't too bad of a choice either, as it'll be useful outside FSC.

Mohandar's picture
Mohandar
Here's the breakdown: Owlite:

Here's the breakdown:
Owlite: No longer holds a monopoly on general use due to the new turrets, but is still pretty damn decent- rocket puppies are still the single most dangerous turret, and they're elemental. Works well in FSC and Vanaduke, particularly if you have trouble with the mask phase.
Volcanic Plate: Tailor made for the final fight. Massive health and normal defense, blocks fire and stun. Doesn't do so hot in mask phases, but fares well enough in FSC.
Crest: Tailor made for FSC. Block Slag Walkers and Red Rovers with impunity. However, fares a little worse than Owlite at the final boss due to mask phases being elemental.

The new turrets, especially the Howlitzer, makes Crest (and Skelly) much more attractive, as I assume they deal pure typed damage (only turrets do pure typed damage). I find the Polyp turrets pretty easy to dodge, for some reason. Perhaps their bullets are slower than other turrets, or the way they bulk fire 5 spikes makes it easier to see the projectile's flight pattern.

Starlinvf's picture
Starlinvf
Polyp projectiles are indeed

Polyp projectiles are indeed slower then gun puppy bullets. This can work against you in tight spots since its possible to get hit, and lose invulnerability just in time to get hit by a barrage that followed it.

Heres a break down of FSC damage types as far as I know. Point out any corrections that need to be made.

Slag Walker: Shadow/Normal - Fire
Oiler: Piercing - fire
Blast cube: Normal
Red Rover: Elemental - Fire
Trojans: Normal - Stun (Buff does Normal - Shock, and possibly elemental dmg)
Shadow Fire: Elemental - Fire

Slag Guards: Normal/Shadow (can anyone confirm shadow damage? Hard to notice in the chaos)

Vanaduke:
- Mace: Normal - Stun/Fire and a small segment of elemental damage.
- Charge: Normal
- Fire souls: Elemental - Fire
- Mask (direct contact): Unknown
- Bullets: Elemental
- Red Bullets: Elemental - Fire
- Debris: Normal - Fire/Stun

There are only 3 shields that endure well in FSC, and all 3 have fire resist. In lieu of proper defense type, the damage reduction from the status resist does provide a little extra durability against attacks.

culture
Legacy Username
Hmm

Doesn't the Slag Walker breath do elemental damage with fire status? So an elemental shield with fire resistance should hold up longer than a normal shield with fire resistance?

Gigafreak
Legacy Username
Fire deals typeless damage.

Fire deals typeless damage. (The damage bars show as red, but Normal defenses do not affect the damage.)

SHOCK is the status that deals Elemental damage.

Also, zombie breath doesn't deal damage, just inflicts status. Try standing in a non-elemental Dust Zombie's breath-- no damage, just Stun.