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Armor Discussion

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Wed, 01/11/2012 - 12:42
Kalaina-Elderfall's picture
Kalaina-Elderfall

I'd like to discuss, in systematic fashion, every set of armor in the game. I've divided them up into classes based on similarity. I figure we can run through a couple classes every day or two.

Here are the topics:

1) Is this armor any good right now? If sword, gun, and bomb armor did not exist, would you equip it or something else? (Rate armor vs. other armor that isn't on top of the current metagame)
2) In a hypothetical world where all types of enemies and status effects are equally prevalent in boss lairs, would you equip it or not? (Rate armor vs. potential future content)
3) If you were a dev, would you change this armor in any way to make it more balanced? (Rate armor vs. the game itself)

Classes:

Vanilla Armor

Azure Guardian, Almirian Crusader

Tank Armor

Ironmight Plate, Volcanic Plate, Ancient Plate

Type Slayers

Deadly Virulisk, Volcanic Salamander, Deadshot, Valkyrie, Arcane Salamander, Divine Veil, Dragon Scale

Global Offense

Armor of the Fallen, Heavenly Iron, Chaos

Split Defense

Radiant Silvermail, Divine, Dragon Scale

Typed Defense

Grey Feather, Dread Skelly, Royal Jelly, Mercurial, Ice Queen

Sword

Skolver, Vog Cub, Snarbolax, Heavenly Iron

Gun

Justifier, Nameless, Shadowsun

Bomb

Bombastic Demo, Mad Bomber, Volcanic Demo, Mercurial Demo

-

Current Topics: Vanilla Armor, Tank Armor

=Vanilla=

Azure Guardian: http://wiki.spiralknights.com/Azure_Guardian_Armor

Unique abilities: Slightly higher than standard normal defense
Type: Piercing

Almirian Crusader: http://wiki.spiralknights.com/Almirian_Crusader_Armor

Unique abilities: Slightly higher than standard normal defense, mild curse resistance
Penalties: Mild fire weakness
Type: Shadow

=Tank=

Ironmight Plate: http://wiki.spiralknights.com/Ironmight_Plate_Mail

Unique abilities: Very high normal defense, stun resistance
Penalties: Low attack speed decrease, sleep weakness
Type: Piercing

Volcanic Plate: http://wiki.spiralknights.com/Volcanic_Plate_Mail

Unique abilities: Very high normal defense, stun resistance, fire resistance
Penalties: Low attack speed decrease, sleep weakness
Type: Elemental

Ancient Plate: http://wiki.spiralknights.com/Ancient_Plate_Mail

Unique abilities: Extremely high normal defense, stun resistance, health bonus +3
Penalties: Complete lack of a typed bar, low attack speed decrease, low move speed decrease, sleep weakness
Type: None

Wed, 01/11/2012 - 12:50
#1
Bopp's picture
Bopp
okay, but why this classification?

It's not a bad idea, but why have you chosen this classification? Why not classify according to damage types, which are really important and completely objective?

Wed, 01/11/2012 - 13:07
#2
Kalaina-Elderfall's picture
Kalaina-Elderfall
I find Vanilla armor to be

This classification makes the most sense to me, simply because it looks more into what the armor was designed to be rather than going all over the place. And this way we can discuss them in bulk, and rather than breaking it down into "Piercing day" "Elemental day" and "Shadow day" which would honestly just wind up as a discussion of what monsters and areas are the most dangerous, we can look into how armor affects style of play. Equipping sword, gun, and bomb armor is one style of play, the offensive one, and it's generally agreed to be the best by most people, so I'd like to look at some of the others. I also think it's most thought-provoking to group them in a way that most people won't naturally think about.

-

I find Vanilla armor to be the least appealing class in the game. Perhaps it should be, with the Azure Guardian recipe being available from Kozma and all, but the increased normal defense is miniscule and there are no other abilities to speak of. Even someone who doesn't use swords would probably be better off equipping Skolver for its freeze resist. Sure, it's "well-rounded" but not only is it not good at anything, its well-rounded ability is so slight as to be nearly meaningless.

As for Almirian Crusader, the hardest armor in the game to obtain is a Shadow-resistant version of Azure Guardian with a poor status defense and a crucial status weakness.

I wouldn't equip either of these. There are better options.

If a we have increased focus on curse in the future, Almirian Crusader may start to be useful, but the curse resistance is so slight, one would be better off with Deadshot. The fire weakness makes it a bad pick for FSC.

Almirian Crusader has flavor ties. I'm not sure about the storyline behind it, but it really could use a fire resist instead of a weakness to be even worth considering. I also think the curse resist should be higher, perhaps even higher than is usual for status resists, to give it an anti-curse niche. Even then, it's a tough sell.

I'd up the normal and typed defense on both of these.

-

Tank armor gets a bad rap due to its AS down when this game is so offensively-oriented. And dodging is very important; ASI helps dodging. On the other hand, the defense is notable. But how much do we really want normal defense?

All of these bear a resistance to stun which makes them somewhat appealing vs. the major normal damage-dealers: trojans and gremlin thwackers. Stun is one of the less dangerous status effects, though, simply due to its short duration relative to enemy attack times, so resistance to stun is not in high demand.

Ironmight and Volcanic probably shine most in Tier 2 where normal damage is prevalent and typed defense is necessary. Ancient, probably in Tier 1 where normal damage is universal and a few bars of health is a huge deal. Tier 3 usage is limited due to a lesser normal presence and the increased importance of dodging (and thus attack speed).

Gearing for Tier 2 is easy enough, though, so I wouldn't waste money on Ironmight and Volcanic. Ancient might be a half-decent dump for your excess Vana tokens, but with move speed and attack speed down in Tier 1 when you're just trying to mop everything up as fast as possible, it's really not good for much beyond entertainment value.

A gremlin boss area with a lot of normal damage may make these more useful in the future.

I'd probably up the typed defense on Ironmight and Volcanic, at least a little. If you're a tank, you want to be able to weather the types of attacks you're geared for, right? As for Ancient, I really like the flavor, and it's not as bad as it looks at first glance, but I think it could use something more, be it even more health or a higher stun resist.

Wed, 01/11/2012 - 13:21
#3
Fradow's picture
Fradow
Your 3 questions are just too

Your 3 questions are just too large, considering the number of armors. And the whole topic is moot considering for the very reason you say (offensive game rather than defensive), those armors are not going to be considered. And even if it wasn't the case, most are just badly designed or simply not the best at any significant niche, thus not worth considering.

Wed, 01/11/2012 - 13:28
#4
Bopp's picture
Bopp
Royal Jelly Mail is vanilla too?

Royal Jelly Mail is very similar to Azure Guardian Armor; it has slighty different damage protections (perhaps) and stun protection. So maybe it should be vanilla too? And why is Almirian Crusader Armor vanilla? I'm sorry, I just don't get these categories. Your comparison might be better done without the categories.

Wed, 01/11/2012 - 14:35
#5
Antistone's picture
Antistone
Well...

It's honestly pretty hard to evaluate armors without more concrete, quantitiative info about the game. There's several pluses and minsues we haven't measured, and several considerations that could weigh heavily either for or against some of these exotic options, depending on details that don't really know.

Ironmight and Volcanic Plate normal defense bars go past the visible range. Has anyone combined one with a non-normal armor and checked your overall defense to calculate how big those bars actually are? It's hard to judge how useful the extra defense is if you don't know how much you're getting, but my guess is that these two are actually very solid defensive armors, having considerably more total defense than other armors in exchange for a relatively minor penalty (that can be offset with trinkets, and doesn't even affect bombers). If you can tolerate the speed drop of using a sealed sword instead of a brandish, I think you can survive the reduced attack speed from these armors.

Of course, most players are just going to go straight for offense, because extra defense doesn't really matter once you have enough that you don't need to use energy revives. But if we allow that "defense-oriented builds" should exist AT ALL, then I suspect we'd have to consider these very viable options. I'm considering crafting one piece of Volcanic Plate for use in SFSC, where I imagine survival will be a serious concern (but this won't happen any time soon...)

We're missing a shadow equivalent. That suggests either that OOO doesn't consider this armor style important, or maybe just that their armor development is arbitary and disorganized; I'm not sure which.

For Ancient Plate, I measured the bar length myself. Unlike the others, it doesn't seem to offer more total defense than other armors, it just concentrates it all into normal (and gives some extra health, in exchange for reduced movement and attack speed). You pay a steeper penalty than you do for Ironmight et al, and I suspect you get less out of it (though it's hard to tell without knowing the actual bar length, and the health/defense trade-off depends on available healing).

Also, all of these armors run the risk of giving you more normal defense than you truly benefit from--latest data suggest defense is flat, and (anecdotally) that you can likely reduce the normal component of many tier 3 monsters' attacks to zero (or whatever the minimum is) with substantially less defense than a full Ancient Plate set would give you. All three of these armors (but especially Ancient Plate) would become a LOT more attractive if there were some armors that gave super-high NON-normal defense to mix with them.

For example, if there were piercing, elemental, and shadow equivalents of Ancient Plate, then you could get an Ancient Plate Helm plus a torso piece of each of the others and create a "full normal/special armor set" for each damage type by crafting only 4 total pieces of armor (instead of the six it currently takes), and they'd all probably have more utility for other niche builds than "normal" armors would (especially in PvP, where pure special damage is more common). That might be attractive enough to overcome players' reluctance to accept reduced speed. But currently, it's not really possible to get concentrated defenses against any type except normal, and I'm not sure there's any place that you actually want that (anyone with Ancient Plate clearly doesn't need it for tier 1; maybe for levels with lots of gremlin thwackers, except that gremlin-themed levels actually seem to spawn mostly constructs).

So for now, it seems Ancient Plate is a solution in search of a problem.

But notice that several of these conclusions are based on current theories (or outright guesses) about the way defense works and the quantity of defense and damage of various types in various scenarios. Much of this could still be completely wrong!

Wed, 01/11/2012 - 15:35
#6
Kalaina-Elderfall's picture
Kalaina-Elderfall
I'm not really looking for

I'm not really looking for optimal analysis here, just uneducated evaluation of the armor based on its apparent merits and what we know. I just want a discussion which might be useful for people considering non-weapon-type armor, since it's rarely discussed and when it is it's usually people telling new players to wear offensive armor instead. I mean, it's in the game, might as well evaluate it even if we aren't going to equip it.

Grouping is done based primarily on defense bars. Azure Guardian and Almirian Crusader have equal normal defense and equal typed defense. Ironmight and Volcanic Plate have equal normal defense and equal typed defense, while Ancient Plate shares their style and stun resist. Royal Jelly, Divine, Dread Skelly, and Mercurial have equal normal defense and equal typed defense (with Ice Queen being higher Piercing and almost completely superior). Radiant Silvermail, Divine, and Dragon Scale have high defense bars in two types and no normal. The type slayers all get an offensive bonus vs one type (and Dragon Scale is in two categories because of it), and three of them have equal defense bars. Global Offense is sort of the odds and ends category of armor that provides a low offensive bonus to all weapons (and Heavenly Iron is in two categories because of it).

We "know" Ironmight and Volcanic will have normal defense somewhere between one bar and Ancient Plate's one and a half bars. And people seem to be right to value normal defense low. We do know that Ancient Plate makes you far from the tank in Tier 3 that you might want to be. So from that we might guess that no, wearing these is probably not a great idea.

Either way, I think the defensive armor sets here are just lackluster because they don't provide nearly enough defense to make up for their lack of other good abilities.

Wed, 01/11/2012 - 17:39
#7
Antistone's picture
Antistone
Wat?

So...you're looking for people to make wild guesses based on how we imagine the designers might have screwed up the balance?

I mean, if you have actually personally USED several suits of armor over a long time period in a variety of circumstances, then your "gut feel" for which of them is better and why might carry some weight. But you didn't specifically ask for people who'd used these armors, and I'd guess that even a rich, long-time player has probably used less than a quarter of the armors in the game, so if you intend to comment on ALL of them, I'm forced to assume your comments are just based on their tooltips, which means details like "what exactly defense actually DOES" are literally the entire basis of your analysis.

If you don't know how much a piece of armor actually improves your survivability, you can't possibly know whether it's worth the drawbacks, unless your opinion is that NO amount of defense would be worth it, in which case you really aren't providing any information beyond "always go for offense", as you criticize others for doing.

Wed, 01/11/2012 - 21:01
#8
Bopp's picture
Bopp
okay, but let's not bash him/her

Okay, the criticisms that have been leveled are reasonable, but let's not bash the original poster. I've seen him/her give insightful commentary in the past. So let's see what he/she comes up with. Maybe there are some nuggets of wisdom to be had, even if we don't have precise resistance measures.

Wed, 01/11/2012 - 21:48
#9
Realnight's picture
Realnight
"The type slayers all get an

"The type slayers all get an offensive bonus vs one type" - oooh I get it now. It that case you missed one: divine veil. Tricky because only the helmet in the set has the fiend bonus.

Wed, 01/11/2012 - 23:09
#10
Kalaina-Elderfall's picture
Kalaina-Elderfall
I'm not criticizing anyone

I'm not criticizing anyone for choosing offensive armor. The community believes it to be superior, and I agree with them. Part of the reason for that is the fact that the defense on offensive gear is pretty much just as good as everything else's with only slight discrepancies. With UVs we can estimate the value of defense, too. My Max Piercing Justifier Helm is, other than stun resistance, superior to UVless Royal Jelly (and Ice Queen). It's great, but it's not "I would sacrifice my ASI Medium for this" great. And we know the bars are accurate and we know how to read them.

And we've done some tests. We may not know the exact defense formula, but what we do know is that a tiny bit of defense doesn't make much of a difference in the amount of damage you receive. Generally we know the value of a pixel in the bar. We might theorize that Ice Queen Mail really shines with Piercing UVs. No reason not to discuss some ideas, regardless of whether or not we can say perfectly whether that is or isn't the case.

We know how much a damage bonus is worth, we know how much ASI is worth. We know the difference between equipping typed armor in the right stratum and equipping the wrong type of armor, and we know how much defense typed armor has. We know what attacks deal what types of damage, though not in what ratios.

If you assume that the game is balanced, which I've found is rarely a good assumption in games, then you'll need to explain why all of these sets of armor that nobody equips are actually worth it. If Almirian Crusader is just as good as Snarbolax, what is it about it that makes it worth the sacrifice of medium sword damage? 5 pixels of Normal defense? Weak curse resist for the discerning Gran Faust user? Is it the ultimate armor for Graveyards? (No, that's Deadshot)

We're really not all that ignorant about defense. There's a lot for us to learn, particularly about normal, but we know enough to take a half-decent stab.

And if my assumptions are shaky, then why are they shaky? If you think I might be wrong due to lack of knowledge, then what am I wrong about? I could write an editorial about every piece of armor in the game and why I think nobody equips it (or does), but I'm more interested in finding out what other people think.

@Realnight Thanks, I knew I was forgetting something

Thu, 01/12/2012 - 02:29
#11
Antistone's picture
Antistone
I didn't mean that you

I didn't mean that you criticize others for going offense, but that you criticize others for failing to provide any deeper analysis than "always go for offense".

And I never suggested that all armors were balanced. But you're snapping off comments like "I'd probably up the typed defense on Ironmight and Volcanic, at least a little." That implies that there exists some amount of defense they COULD provide that would make them worth it, and that they're slightly below that threshold right now. But you don't know their current total defense! You have decided that their defense is too low without even bothering to check what their defense IS.

That's the kind of thing that happens when you just go with gut feel, especially when your gut feel is based just on a toolitp and no firsthand experience. It gives people the illusion of information, but it's actually just bluster; players trying to pick an armor are almost certainly better off NOT reading it.

Based on our defense tests, Ironmight/Volcanic Plate could plausibly save you a full pip of health on virtually every hit you take in tier 3, when compared to basically any armor with the same defense types. If you don't think that's noteworthy, it's hard to imagine that more than a couple of your armor reviews will have anything noteworthy to comment on.

On the other hand, they also could plausibly save you virtually nothing, depending on how how far that defense bar goes beyond the event horizon and precisely where the soft cap on normal defense is located. Which is why I say it's very hard to draw any firm conclusions without more data.

I do think it's worth noting that an unheated Ironmight provides at least 34px more normal defense than Azure Guardian (and equal piercing, and better status resistances), which means that if Ironmight is NOT good, there must be a VERY big balance problem with Azure Guardian, trinket balance (5* defense trinket = 28px), or both.

Thu, 01/12/2012 - 07:03
#12
Kalaina-Elderfall's picture
Kalaina-Elderfall
I'm really not criticizing

I'm really not criticizing anyone. To me and to most people, offensive armor is clearly superior and doesn't merit any further analysis beyond that. But I like analyzing things and I'm interested to know why we seem to be right.

The hardest armor to comment on IS the tank armor simply because don't have much information about normal. I just think that if you're gearing up in tank gear, you probably expect to have superior defenses which allow you to take, say, 50% to 100% more hits at the expense of your offense. If attacks are dealing 5 or 6 bars apiece, saving one bar isn't going to give you that level of defense. Saving two bars will. The more the attacks are dealing, the more bars you have to save for it to be worth something. Assuming that there is no threshold for normal defense, does Ironmight give that much normal? Yes, it does. But it's pretty clear that there IS a threshold for normal defense of some sort (otherwise Ancient Plate would be invincible), which just makes this a set of regular armor that's better against gremlins and trojans and has a crippling ASI down. And looking at Ancient Plate from an armor design standpoint, I find it completely within reason for that to be the case.

That said, Volcanic Plate's fire resist and elemental resistance make it worth considering in FSC where normal damage is prevalent (trojans, wheels). Ironmight isn't really targeted toward anything.

But then again, if there are a significant number of attacks in T3 that deal a reasonable amount of normal damage beyond what normal armor defends, Ironmight might be useful. But even then, don't you think it should have more piercing defense? It defends against piercing, so it might as well do it better than other armor does, if only by 5-10 pixels. Unless the normal defense is really THAT good. But even then Spiral Knights is an offensive game where we deal more hits than we take, so making defensive armor very strong is probably the only way to make it viable. So buffing the pierce defense a little bit to knock off a fourth or fifth of a bar per hit of piercing damage isn't exactly going to break the game.

In short, if Ironmight were overpowered, someone would be using it. But nobody is, so it's probably not overpowered. And I think it needs more defense because of it, because if anything needs to be overpowered in this game, it's not Skolver, Vog and Snarby which are no-brainer picks for a swordie, but rather a set of armor that might not look that great at first but is actually really interesting and usable.

And yes, there is a huge balance problem with Azure Guardian. Azure Guardian is terrible. No matter how you look at it, a few pixels of normal defense is not really worth anything at all. Even if most of the attacks in the game are designed to deal an amount of normal damage equal to the defense on Azure Guardian, which is the only reasonable explanation I can come up with for why Azure Guardian even exists, it's still just not good armor.

And yes, there is also probably a balance issue with defensive trinkets. There's a reason nobody equips them, and that's because it's a tossup between being able to take 30% more hits from a single damage type and dealing 30% more damage to all enemies (or ASI, which lets you dodge better). And in places where you actually might need the extra defense you really need the offense more so you can dispatch threats faster. Just because the percentages might be the same doesn't indicate balance, and most players would probably tell you they'd prefer 30% offense to 50% (global) defense. And we can look at Pentas which honestly seem to be pretty balanced (for PvE at least) to see how much defense a trinket should probably be providing.

Thu, 01/12/2012 - 11:51
#13
Antistone's picture
Antistone
.

"I just think that if you're gearing up in tank gear, you probably expect to have superior defenses which allow you to take, say, 50% to 100% more hits at the expense of your offense."

IMO, suggesting that a 4% drop in attack speed should be compensated by a 100% increase in survivability is basically saying that you'd never even consider a tank build unless it were egregiously overpowered.

Sure, attack speed helps you dodge, but do you honestly believe one rank will let you survive 50% longer? How many speed ranks above a sealed sword would you say a brandish is, and what do you expect in compensation for using the sealed line?

I can't imagine any rational basis for this number--nor can I imagine how you've concluded that they are currently below this amount BUT that adding a few pixels of special defense will get there.

"But it's pretty clear that there IS a threshold for normal defense of some sort (otherwise Ancient Plate would be invincible)"

What? That doesn't make any sense at all.

Ancient Plate provides roughly the same total defense as other armors, just concentrated into one type. If there were NO threshold for normal defense, then Ancient Plate would be roughly as good as wearing some other random armor whose defense type matches the level theme--it would just have the advantage of being useful in a wider variety of levels (and you'd trade some speed for some health, not defense). The only place you'd expect it to be godly is when facing PURE normal damage--and my understanding is that it actually IS godly in those rare situations (though I don't have firsthand experience).

Ironmight and Volcanic Plate provide more total defense than Ancient Plate--or any other armor in the game--by a noticeable margin (we're not sure exactly how much). AND a substantial part of that defense is typed. So if you use them in a level where the piercing/elemental is actually useful, it is entirely plausible that they will provide substantially better protection than anything else in the game--even if Ancient Plate hits the threshold (Ironmight still might not) and even if Ancient Plate were unimpressive when it didn't hit the threshold (it has less TOTAL defense).

"In short, if Ironmight were overpowered, someone would be using it"

That's plausible, but there's also several reasons why that might not be true, including (1) most people blindly go for offense, (2) it's really hard to tell how good they actually are, and (3) however good Ironmight and Volcanic Plate are, they're vastly better than the 4* version and below, making them hard to discover.

And armor doesn't need to be overpowered to be viable. You need to be prepared to divide armor into more tiers than "the best in the game" and "NOT the best in the game" if you expect doing detailed reviews to be any help.

Thu, 01/12/2012 - 13:18
#14
Kalaina-Elderfall's picture
Kalaina-Elderfall
One rank? I'm talking about

One rank? I'm talking about six ranks here, switching from two pieces of Vog to two pieces of Volcanic Plate for a 50-100% increase in survivability. 24% to 100% may be a little much, okay, but I think 24% to 50% is pretty reasonable. You may differ, but I'm definitely not talking about one rank of ASI.

If there were no threshold for normal defense, wearing Ancient Plate would be the same as always having equipped the proper gear to guard against every single attack in the game in full. Invincible may not be the right term, but the damage in this game that kills people frequently comes from attacks they aren't properly geared for in strata with multiple damage varieties, at least in my experience.

Ideally I'd like feedback from people who actually have used these armors. This thread isn't "Kalaina reviews all the armor in the game!" and since it appears nobody's going to actually comment on the armor other than Antistone saying he doesn't have any idea how good the armor is and neither does anyone else, I'm definitely not going to keep going with it. I am by no means trying to pass off my uneducated opinion as the absolute truth, but I'm going to defend what I say because I do think everything through and there is a rationale behind it. But at the end of the day, nobody wants to read Antistone vs me, and I'm pretty sure neither of us really wants to write it, either, so it's pretty much entirely pointless to keep this up.

Thu, 01/12/2012 - 14:04
#15
Antistone's picture
Antistone
.

Vog Cub is the only armor in the game that provides ASI medium to swords, and one of only three that provide ASI medium to anything. If you don't gain enough defense by switching from a full set of Vog Cub to, say, Grey Feather to justify losing 4 ranks of sword speed, that indicates that Vog Cub is overpowered, not that Volcanic Plate is weak.

If you compare all armors to whatever you consider is the best armor in the game, and basically say "they're not as good", you really aren't telling us anything except that Vog Cub is your favorite. Nothing that you have said precludes Volcanic Plate from being WELL above-average, yet you gave it a negative review and said virtually nothing about its advantages. That means your standards are set too high to tell us anything.

Also, I'm sorry if this wasn't clear, but my "saves 1 bar per attack" comment was an estimate based on a mixed set with ONE piece of Ironmight/Volcanic Plate--hence the 1 rank of speed lost (compared to MOST armors).

Thu, 01/12/2012 - 14:32
#16
Kalaina-Elderfall's picture
Kalaina-Elderfall
It really doesn't matter if

It really doesn't matter if it's above average or not. You only equip two pieces of gear, so if they aren't all equally viable then the ones that are less viable aren't going to get used.

Yes, Skolver/Vog/Snarby/Nameless/Justifier/whatever are overpowered due to their offensive bonuses. Do they need to be nerfed? Perhaps, but they work pretty well and nobody's going to be happy if they're weakened. So the alternative is to improve every other armor in the game to bring them in line with the top.

But it's more than that, it's an evaluation of why isn't the armor worth equipping. "It needs to be improved in this area" is just another way of saying "I'd equip this armor if..." and perhaps people who don't find that particular "if" overly important would be more inclined to equip the armor.

I think the tank armor is probably among the most viable of armor that provides no offensive bonus. And that's why I only suggested a slight increase to typed defense to it. Even if it's only a few pixels to make people equipping it feel like they have better defenses than everyone else when they really don't. Compared to something like Azure Guardian, which has absolutely nothing going for it at all and needs a lot of assistance. If anything, I think it probably needs more than my conservative suggestion simply because the normal damage usefulness threshold is likely to be very low in mixed attacks.

Thu, 01/12/2012 - 14:42
#17
Darkbrady's picture
Darkbrady
//Do they need to be nerfed?

//Do they need to be nerfed? Perhaps, but they work pretty well and nobody's going to be happy if they're weakened. So the alternative is to improve every other armor in the game to bring them in line with the top.//

No, no, no. You don't find a handful of clearly OP armour sets, then say that every other of the (iunno, 50?) armour sets need to be changed to suit THEM! You make the minority armour, the OP armour weaker, that's what a nerf is. No one likes nerfs, but it's all about balancing. Look at the discussions on gunner threads after all. Decent gunners all say that gunners are actually fine the way they are, they can get high damage and can avoid damage, but their problem is that they don't compare to swordies. Gunners who want their sets to be improved to medium only say so because swordies get medium bonuses and they get low bonuses, which is hardly fair. Swordies to get bonuses thrown at them with no negatives, so why should they be so OP as to make gunners feel redundant? (Yes, I'm aware that bombers get a lot of medium bonuses, but we do so at a very high cost, whereas swordies get medium bonuses on top of...well, just other juicy bonuses).

The clear answer to that conundrum is to nerf the swordy armour. That way the swordy armour is placed in line with the rest of every other armour set, stops gunners feeling redundant and introduces more balance to the scenario. Why should every single piece of armour be changed to suit a handful, when it's the handful that aren't right?

Don't be having an attitude like that when you're trying to be analytical, or this entire thing is just gunna finalise in "oh well, doesn't matter in the end, I'll just stick on my Snarby armour and call it a day."

Thu, 01/12/2012 - 15:16
#18
Kalaina-Elderfall's picture
Kalaina-Elderfall
Mainly because the game works

Mainly because the game works well with them and you want to have appealing armor options. A perfectly balanced game in which everything provides such a tiny bonus as to make very little difference is not fun. The best strategy choices in games are among a number of very good options. Equality of usefulness isn't the only goal.

Thu, 01/12/2012 - 16:11
#19
Antistone's picture
Antistone
.

I, for one, would be happy to see the 5* sword armors nerfed, even though I have several of them and use them regularly.

In fact, I'd actually like to see all weapon-dependent armor bonuses (whether for sword, gun, or bomb) completely expunged from the game.

The current design strongly encourages players to coordinate their weapons and armor, which locks them into using just one set all the time, which is monotonous and truly not conducive to the publisher's obvious goal of getting us to craft several different sets and switch off between them. I'm sure someone sometime THOUGHT it would get players to craft more armor, so they could have a sword set AND a gun set AND a bomb set, but it's actually used as a reason to craft FEWER sets, because a weapon bonus works in all levels, and in any case there are ways to diversify armors that would make the gameplay better instead of worse (if any devs are reading this and need ideas, PLEASE contact me). If you feel it's important to let players specialize in one weapon type, it's a far better idea to allow that specialization via trinkets (or any of several other methods) than via armors.

As for whether to buff or nerf, you should do the one that takes fewer development resources, so you have more leftover for improving the game in other ways--this will usually make everyone happier in the long run (even the people who complain about the nerf, even if they don't see the cause-and-effect relationship). That's not as simple as deciding which option requires you to change more armors, as either option could require cascading changes to weapons, monsters, and/or level design to keep everything balanced--and in any case, the number of things changed is often less significant than the complexity of the change (making all weapons 10% stronger is probably much easier than giving the Faust a 4-hit combo, for example).

But commentary isn't about choosing a balance point, it's about illuminating the current state of affairs, which usually makes average power a pretty darn good reference frame even if the average power isn't balanced. The point isn't that Volcanic Plate should be buffed or nerfed, it's that you didn't identify or explain its current strengths, you didn't evaluate its current power level in a way that is useful for comparing it with other armors, and then you shrugged your shoulders and said "um, give it bigger numbers." That isn't helpful.

Thu, 01/12/2012 - 18:41
#20
Kalaina-Elderfall's picture
Kalaina-Elderfall
I wrote: "Tank armor gets a

I wrote:

"Tank armor gets a bad rap due to its AS down when this game is so offensively-oriented. And dodging is very important; ASI helps dodging. On the other hand, the defense is notable. But how much do we really want normal defense?

All of these bear a resistance to stun which makes them somewhat appealing vs. the major normal damage-dealers: trojans and gremlin thwackers. Stun is one of the less dangerous status effects, though, simply due to its short duration relative to enemy attack times, so resistance to stun is not in high demand.

Ironmight and Volcanic probably shine most in Tier 2 where normal damage is prevalent and typed defense is necessary. Ancient, probably in Tier 1 where normal damage is universal and a few bars of health is a huge deal. Tier 3 usage is limited due to a lesser normal presence and the increased importance of dodging (and thus attack speed).

Gearing for Tier 2 is easy enough, though, so I wouldn't waste money on Ironmight and Volcanic. Ancient might be a half-decent dump for your excess Vana tokens, but with move speed and attack speed down in Tier 1 when you're just trying to mop everything up as fast as possible, it's really not good for much beyond entertainment value.

A gremlin boss area with a lot of normal damage may make these more useful in the future."

-

Was that not the right approach? It's a commentary, describes some strengths and weaknesses. I may not have mentioned how it might be good for bosses' pure-normal hits, or how it might pair well with dual-typed armor. I may not have directly compared it to other sets of armor. It's a discussion topic, and that's the kind of place I was expecting it to go.

The fact that I'd increase the defense on it is neither my conclusion nor the focal point of my post, even if it was the last thing I said. It's an answer to my third question, which has the goal of "rate armor vs the game itself", i.e. "I'd equip this armor if..." to describe the areas where it just might not fulfill the role you're expecting it to fill when you put it on.

So let me reply with a parallel here: Discussion isn't about complaining about other people's approach to thinking about an issue, it's about exploring the possibilities of the situation and looking at from different angles. The point isn't that Volcanic Plate should be buffed or nerfed, nor is it about how it compares to the current best armor in the game, it's that you didn't talk about the possibilities of its survivability, you didn't explore both extremes of "dramatically increases survivability" and "does not noticeably increase survivability" with an assessment of how it might fare in either scenario, you didn't discuss anything at all except to criticize my lack of perfect knowledge and dismiss my opinions as consequently meaningless in spite of my repeated attempts to justify why I think what I think, and then you keyed in on relatively insignificant portions of my posts to send the discussion to a place that it shouldn't have gone and finished things off with a blithe quip about me and something I wasn't even trying to do in the first place. That's isn't helpful.

And since I'm now crying about this entirely stupid thing, I think I should finish up with this thread. Sorry for wasting everyone's time.

Thu, 01/12/2012 - 21:46
#21
Antistone's picture
Antistone
.

Sorry. That was definitely not the goal.

Fri, 01/13/2012 - 00:56
#22
Darkbrady's picture
Darkbrady
Would agree with Antistone

Would agree with Antistone completely, on the issue of balancing. A "perfectly balanced game in which everything gives a tiny bonus" IS what would make the game fun. Why? Simply because then you would have a wide, equal choice. Sure, you have all your damage:low bonuses (or none whatsoever, as Anti suggested), but that's it. It's not a huge enough to utterly affect how your play, so when you come to a level where the armour is otherwise useless (let's say a shock devil floor, where the damage is non-elemental and fire res is useless) then you could switch out to a more appropriate set without sitting thinkin' "Bleh, I'd rather take a bit more damage and be able to kill them 5x faster" because you lack that overwhelming bonus.

It is a game about using multiple different combinations in your arsenal, so I'd have to compeletely disagree on any comment against a well balanced selection of armours; it's exactly what this game needs. Having huge specific bonuses only server to make 90% of the armour redundant because no one can ever afford to give up their weapon bonuses for a bit more defence.
You'll start seeing more tank sets in play when people are thinkin' purely about defence, and less about massive offensive bonuses.

Fri, 01/13/2012 - 01:42
#23
Antistone's picture
Antistone
Bonuses

Oh, I'm totally in favor of handing out LARGE bonuses, as long as they're balanced and make the game fun. But bonuses that lock you into a specific build and punish creativity are bad whether they are large or small. And even if they don't lock you in, trading off between raw offense and raw defense is a pretty shallow choice and very difficult to balance.

I made a list at one point of a bunch of interesting abilities that could be given to armor and shields that would supplement their core functions instead of just transferring power to a different aspect of your character. Posted them to Suggestions; got very little response. Of course, most of them require actual work both to implement and to balance--I don't think it's a huge amount of work, but Spiral Knights seems like a very frugal game in terms of development resources.

But even if you're barred from adding any nontrivial code to the game, I'd think you could do things like "this armor has super-high resistance to a bunch of different statuses, but lower defense" or "this armor resists all damage types, but has lower health". I don't think they've exhausted the interesting combinations of existing effects that are possible.

Fri, 01/13/2012 - 01:54
#24
Darkbrady's picture
Darkbrady
I think they did it right

I think they did it right with the bomber setup tbh. For us, you have a choice of a heavy offensive suit, at the cost of basically a paper bag doused in oil, and steadily working the ratio down to more defensive sets with less offensive bonuses. Using the attack set is nice, but there's times when you simply can't afford the lack of defence and need to switch out to something more sturdy.
That's good to me, because I have a few different bomber loadouts all in all, and for my JK runs I use a full bomber setup without using bomber armour at all, purely to keep the defence values.
I think there's a good choice option there.

But for swordies it's a matter of "attack really fast/hard with high defence and good res. Or....have different resistances and..no attack bonuses"..
Just never going to be worth it.

But yeah, large bonuses aren't the problem, it was the "equal" thing I was getting at. The armours should all be equal, so that you're never sat there having one obvious blunt choice, without even a consideration about the rest.
As far as things go, they did a fairly good job on the weapons; you see a lot of versatility in that (excluding LD, ofc).

Fri, 01/13/2012 - 11:17
#25
Antistone's picture
Antistone
Armor Templates

Let me see if I can be productive for a bit...

So, I measured the defense bars on all the 5* armors and entered a bunch of their information into a table to look for patterns. As you might imagine, there are several.

It looks like the BASELINE ARMOR gets:

  • 126px of normal defense
  • 110px in one other defense
  • half a bar of resistance to one status effect
  • an offensive ability (there are actually more armors that have some flavor of offensive ability than not)

Then I tried to decide what trade-offs you would hypothetically need to decide were "balanced" in order to permute this template to get the various armors that exist--what advantages the devs seem to have decided counter what disadvantages. There are several interesting patterns...though there are also several armors that appear to just be arbitrarily better or worse for no reason that I can see.

Looks like:

medium weapon ASI ~= medium damage vs. monster class ~= low weapon damage
I think most would agree that this isn't actually true in practice, though you can see how someone might come up with it: one damage rank boosts your DPS about twice as much as one speed rank, a weapon bonus applies to 1/3 of all weapons, a monster bonus applies to 1/6 of all monsters.

  • But swords get medium damage instead of low. Maybe because they're (arguably) the most dangerous weapon to use, and get more fringe benefits from speed?
  • And gunner armors all get screwed on resistances. Maybe because "you get to stand far away" is considered as good as a resistance?
  • Only bombers get CTR armor, and it's medium on the helmet but low on the torso. I guess they wanted a "1.5 ranks" thing, but you'd think it would be obvious you should move some of the helmet's defenses to the torso piece to compensate..?

If you accept normal as your lower defense (110px), your special defense gets to be 135px instead of 126px, but you lose your ability.
Except for the Mercurial Mail, which gets move speed low. The others in this set all do get a second resistance, but in one case that extra resistance is to Sleep, and the others each also have a negative resistance. This seems arbitrary and harsh.

If you have no normal defense at all, then both of your special defenses are 126px.
Though these sets are kind of weird. Divine has an ability only on the helm, Dragon Scale has an ability only on the torso, and Radiant Silvermail doesn't even have a helmet. Also, Dragon Scale gets 1 resistance, Silvermail gets 2, and Divine gets 3, with no apparent compensation for this difference. I got nothing.

Then there's just some one-off stuff...

  • The Fallen set gets a low universal ASI and an extra resistance (arguably balanced by a negative resistance, but the negative is Curse). But it has 110px for both defenses, and a medium penalty vs Fiends.
  • The Chaos set gets a low universal damage bonus, but it has 110px for both defenses, and medium negative resist to all 7 statuses. Even if you think damage is twice as good as speed, I'd say that's pretty steep.
  • The Mad Bomber set gets medium bomb CTR *and* damage, but has 110px for both defenses and medium negative resist to the main 4 statuses. Because low damage on all weapons is totally better than medium damage AND charge reduction for only bombs.
  • Ironmight and Volcanic Plate get a substantial amount of extra normal defense (not sure exactly how much), but get low attack speed reduction instead of a positive ability. Volcanic also gets an extra resistance for some reason.
  • Ancient Plate has 242px of normal defense, which is ever so slightly more total defense than most sets have, and it's all normal. It also gets +3 health, but instead of a positive ability it has -1 speed for both movement and attacks.
  • Azure Guardian gives up its resistance AND its ability for...+9px of normal defense.
  • Valkyrie Mail has 110px normal defense instead of 126px, for no apparent reason.

Also, most Shadow Lair armors get some small extra bonus

  • Snarbolax gets an extra half a resistance
  • Arcane Salamander gets its second defense boosted from 110px to 126px
  • Mercurial Demo gets two abilities (!)
  • Ice Queen gets its special defense boosted from 135px to 147px, plus an extra resistance

On the other hand, Almirian Crusader and Heavenly Iron seem, if anything, a little bit worse than their closest cousins. No idea why.

Some conspicuous gaps...

  • There's a Fiend damage set, two Slime damage sets, and an Undead damage set (plus Silvermail), but only half a Beast damage set, and no armors that give damage vs Gremlins or Constructs.
  • Radiant Silvermail has no matching helmet.
  • Even if we consider Almirian Crusader to be the shadow equivalent of Azure Guardian, there's no elemental equivalent.
  • There's no shadow equivalent of Ironmight/Volcanic Plate.
  • All of the "super ability" armors (and I use the term loosely) are either elemental or shadow, no piercing.
Fri, 01/13/2012 - 11:30
#26
Juances's picture
Juances
"half a Beast damage

"half a Beast damage set"

Could you confirm and edit the wiki accordingly, i see bonus on both (plus dont forget of arcane salamander)

http://wiki.spiralknights.com/Dragon_Scale_Mail
http://wiki.spiralknights.com/Dragon_Scale_Helm

Fri, 01/13/2012 - 12:26
#27
Antistone's picture
Antistone
.

Oh, looks like the bonus is listed on the page for that specific item, just not in the helmet table. Of course, there's still the issue that anyone specializing in fighting beasts will want piercing/normal defense instead of piercing/elemental.

I don't really count Arcane Salamander, though, because (1) it's a shadow lair armor, (2) it's got low vs. two monsters instead of medium vs. one, and (3) it has the wrong special defense type for fighting either of those monsters. Pretty much the only reason I could see taking it is because it basically has a little more elemental defense than standard armors (bit over a low UV's worth).

Mon, 06/25/2012 - 10:39
#28
Angeluso's picture
Angeluso
Ironmight VS Mercurial

I'd like to hear the opinion of you guys here.

what would be better in general (for a bomber, who also uses melee)

A full mercurial set
A full ironmight plate set

or a mix of mercurial and ironmight piece

I'm more leaning into the mix of an ironmight plate and a mercurial, but I'm not so sure if that's the best option in slime/wolver levels.

Mon, 06/25/2012 - 10:49
#29
Bopp's picture
Bopp
surprising choice

I'm not an expert bomber, but bombers tend to like movement speed increases (Mercurial) and to dislike movement speed decreases (Ironmight). I can't imagine why you'd choose Ironmight at all, but maybe I just lack imagination.

The bigger question is why you're choosing these armors, over armors that offer offensive bonuses to your bombs (or swords, if you use those for "melee"). It seems that most serious bombers use bomber armor, even though there are no piercing or shadow options. Or you could use Skolver or Justifier (and Barbarous Thorn Shield), to get piercing defense with offensive bonuses to your other weapons.

Mon, 06/25/2012 - 11:04
#30
Angeluso's picture
Angeluso
I already have my bomber set

I already have my bomber set maximized, I just want a solid, jelly defensive based set.

I really do not care about melee damage bonus, since I never finish my attacks anyway.
I tend to use the ghost attack of my cutter weapons A LOT ;p

Mon, 06/25/2012 - 13:35
#31
Bopp's picture
Bopp
confusing

"I already have my bomber set maximized, I just want a solid, jelly defensive based set."

Why based on jelly? Or did you mean piercing?

"I really do not care about melee damage bonus, since I never finish my attacks anyway.
I tend to use the ghost attack of my cutter weapons A LOT ;p"

I don't know what it means, to not finish attacks. You mean that you don't finish the combo? That doesn't matter. Damage bonuses work on every stroke. If you use your Cutter a lot, then a sword damage bonus will help a lot.

Anyway, you're not interested in that advice, so I'll just reiterate that your getting Mercurial makes far more sense to me than Ironmight does.

Mon, 06/25/2012 - 14:07
#32
Demonicsothe's picture
Demonicsothe
Unless you are getting vh

Unless you are getting vh ctr's and using 2 bomb damage trinkets, I would not go for either set or any combination of them.

Mon, 06/25/2012 - 15:01
#33
Bopp's picture
Bopp
he already has bomber gear

He already has "maximized" bomber gear. For some reason, he really wants piercing protection, and he really doesn't want it to come with any sword or gun bonuses.

Mon, 06/25/2012 - 15:11
#34
Helen-Of-Troy
Hey everybody!

It's not a bad idea, but why have you chosen this classification? Why not classify according to damage types, which are really important and completely objective?

I find Vanilla armor to be the least appealing class in the game. Perhaps it should be, with the Azure Guardian recipe being available from Kozma and all, but the increased normal defense is miniscule and there are no other abilities to speak of. Even someone who doesn't use swords would probably be better off equipping Skolver for its freeze resist. Sure, it's "well-rounded" but not only is it not good at anything, its well-rounded ability is so slight as to be nearly meaningless.

Royal Jelly Mail is very similar to Azure Guardian Armor; it has slighty different damage protections (perhaps) and stun protection. So maybe it should be vanilla too? And why is Almirian Crusader Armor vanilla? I'm sorry, I just don't get these categories. Your comparison might be better done without the categories.

Tank armor gets a bad rap due to its AS down when this game is so offensively-oriented. And dodging is very important; ASI helps dodging. On the other hand, the defense is notable. But how much do we really want normal defense?

I'd up the normal and typed defense on both of these.

For example, if there were piercing, elemental, and shadow equivalents of Ancient Plate, then you could get an Ancient Plate Helm plus a torso piece of each of the others and create a "full normal/special armor set" for each damage type by crafting only 4 total pieces of armor (instead of the six it currently takes), and they'd all probably have more utility for other niche builds than "normal" armors would (especially in PvP, where pure special damage is more common). That might be attractive enough to overcome players' reluctance to accept reduced speed. But currently, it's not really possible to get concentrated defenses against any type except normal, and I'm not sure there's any place that you actually want that (anyone with Ancient Plate clearly doesn't need it for tier 1; maybe for levels with lots of gremlin thwackers, except that gremlin-themed levels actually seem to spawn mostly constructs).

Ironmight and Volcanic probably shine most in Tier 2 where normal damage is prevalent and typed defense is necessary. Ancient, probably in Tier 1 where normal damage is universal and a few bars of health is a huge deal. Tier 3 usage is limited due to a lesser normal presence and the increased importance of dodging (and thus attack speed).

Also, all of these armors run the risk of giving you more normal defense than you truly benefit from--latest data suggest defense is flat, and (anecdotally) that you can likely reduce the normal component of many tier 3 monsters' attacks to zero (or whatever the minimum is) with substantially less defense than a full Ancient Plate set would give you. All three of these armors (but especially Ancient Plate) would become a LOT more attractive if there were some armors that gave super-high NON-normal defense to mix with them.

If you don't know how much a piece of armor actually improves your survivability, you can't possibly know whether it's worth the drawbacks, unless your opinion is that NO amount of defense would be worth it, in which case you really aren't providing any information beyond "always go for offense", as you criticize others for doing.

And we've done some tests. We may not know the exact defense formula, but what we do know is that a tiny bit of defense doesn't make much of a difference in the amount of damage you receive. Generally we know the value of a pixel in the bar. We might theorize that Ice Queen Mail really shines with Piercing UVs. No reason not to discuss some ideas, regardless of whether or not we can say perfectly whether that is or isn't the case.

We know how much a damage bonus is worth, we know how much ASI is worth. We know the difference between equipping typed armor in the right stratum and equipping the wrong type of armor, and we know how much defense typed armor has. We know what attacks deal what types of damage, though not in what ratios.

A gremlin boss area with a lot of normal damage may make these more useful in the future.

If there were no threshold for normal defense, wearing Ancient Plate would be the same as always having equipped the proper gear to guard against every single attack in the game in full. Invincible may not be the right term, but the damage in this game that kills people frequently comes from attacks they aren't properly geared for in strata with multiple damage varieties, at least in my experience.

Sure, attack speed helps you dodge, but do you honestly believe one rank will let you survive 50% longer? How many speed ranks above a sealed sword would you say a brandish is, and what do you expect in compensation for using the sealed line?

IMO, suggesting that a 4% drop in attack speed should be compensated by a 100% increase in survivability is basically saying that you'd never even consider a tank build unless it were egregiously overpowered.

No, no, no. You don't find a handful of clearly OP armour sets, then say that every other of the (iunno, 50?) armour sets need to be changed to suit THEM! You make the minority armour, the OP armour weaker, that's what a nerf is. No one likes nerfs, but it's all about balancing. Look at the discussions on gunner threads after all. Decent gunners all say that gunners are actually fine the way they are, they can get high damage and can avoid damage, but their problem is that they don't compare to swordies. Gunners who want their sets to be improved to medium only say so because swordies get medium bonuses and they get low bonuses, which is hardly fair. Swordies to get bonuses thrown at them with no negatives, so why should they be so OP as to make gunners feel redundant? (Yes, I'm aware that bombers get a lot of medium bonuses, but we do so at a very high cost, whereas swordies get medium bonuses on top of...well, just other juicy bonuses).

The hardest armor to comment on IS the tank armor simply because don't have much information about normal. I just think that if you're gearing up in tank gear, you probably expect to have superior defenses which allow you to take, say, 50% to 100% more hits at the expense of your offense. If attacks are dealing 5 or 6 bars apiece, saving one bar isn't going to give you that level of defense. Saving two bars will. The more the attacks are dealing, the more bars you have to save for it to be worth something. Assuming that there is no threshold for normal defense, does Ironmight give that much normal? Yes, it does. But it's pretty clear that there IS a threshold for normal defense of some sort (otherwise Ancient Plate would be invincible), which just makes this a set of regular armor that's better against gremlins and trojans and has a crippling ASI down. And looking at Ancient Plate from an armor design standpoint, I find it completely within reason for that to be the case.

I'm not an expert bomber, but bombers tend to like movement speed increases (Mercurial) and to dislike movement speed decreases (Ironmight). I can't imagine why you'd choose Ironmight at all, but maybe I just lack imagination.

Oh, I'm totally in favor of handing out LARGE bonuses, as long as they're balanced and make the game fun. But bonuses that lock you into a specific build and punish creativity are bad whether they are large or small. And even if they don't lock you in, trading off between raw offense and raw defense is a pretty shallow choice and very difficult to balance.

He already has "maximized" bomber gear. For some reason, he really wants piercing protection, and he really doesn't want it to come with any sword or gun bonuses.

As for whether to buff or nerf, you should do the one that takes fewer development resources, so you have more leftover for improving the game in other ways--this will usually make everyone happier in the long run (even the people who complain about the nerf, even if they don't see the cause-and-effect relationship). That's not as simple as deciding which option requires you to change more armors, as either option could require cascading changes to weapons, monsters, and/or level design to keep everything balanced--and in any case, the number of things changed is often less significant than the complexity of the change (making all weapons 10% stronger is probably much easier than giving the Faust a 4-hit combo, for example).

On the other hand, they also could plausibly save you virtually nothing, depending on how how far that defense bar goes beyond the event horizon and precisely where the soft cap on normal defense is located. Which is why I say it's very hard to draw any firm conclusions without more data.

If a we have increased focus on curse in the future, Almirian Crusader may start to be useful, but the curse resistance is so slight, one would be better off with Deadshot. The fire weakness makes it a bad pick for FSC.

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