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The Cold Iron Carver is underpowered or: How I learnt that the bars are useless and numbers are needed for stats.

39 replies [Last post]
Tue, 04/19/2011 - 09:43
krabboss
Legacy Username

This has been said before, but it bears repeating - especially in a thread dedicated to calling its balance into question, rather than a thread in General Discussion in which multiple weapons are discussed.

I sent an email to support, hoping they'd forward my thoughts to the devs. They told me to instead air it all out on the forums, where the devs are more likely to see it.

So basically, as has been said before, the Cold Iron Vanquisher is completely outclassed by the Leviathan Blade. In Tier 3, I've found that the 4* Ascended Calibur will perform better than the 5* Cold Iron Vanquisher in most cases, despite the statistics. Shockingly, the two will perform roughly the same against undead as well.

I was hoping, when I crafted the CIV, that I would get a weapon with the same raw power as the Leviathan Blade but with the added bonus of doing extra damage to undead. Perhaps that's a little selfish, but I thought it would just be a reward for those willing to track down the recipes and get (what I consider) rarer materials. This is obviously not the case, as I've just crafted a very underwhelming weapon made completely redundant by its counterpart.

Now, despite the title, I don't think numbers are needed. They would be nice as they're transparent and easy to understand, but they aren't essential to be able to gauge which weapon is better than another for what you're looking for. I don't think we can hope to see numbers in the future anyway, because a member of the support team just responded to my email with this:

"I'm sorry, but in general we avoid discussing the actual numbers behind the weapons because we like to encourage players to discover it themselves."

Which is more than a little aggravating with the wildly inaccurate stats we have presented to us now.

Anyway, discuss.

Tue, 04/19/2011 - 11:18
#1
zazabar
Legacy Username
Mmm, if the Carver is really

Mmm, if the Carver is really doing the same damage to undead as the leviathan, then yes, it is broken, and a study should be done to show this and be presented to the devs. Once I max out my gear, I'll do a comparison study utilizing the same gear minus the sword and take some numbers down.

Tue, 04/19/2011 - 11:19
#2
adrian783
Legacy Username
show me screen shots please

show me screen shots please

Tue, 04/19/2011 - 11:32
#3
RamuneDrink
Legacy Username
I certainly agree with this.

I certainly agree with this. But, the bars are fairly discreet: you can tell where exactly they fit if you line up several weapons. Kinda reminds me of Pokemon: nobody understood EVs or IVs, but thanks to some genius players, we can now understand exactly how stats are calculated. Telling us the numbers does seem kinda like cheating from a certain perspective...

Tue, 04/19/2011 - 12:15
#4
StevenMagnet
Legacy Username
My thoughts on

My thoughts on this:

http://wiki.spiralknights.com/Leviathan_Blade
http://wiki.spiralknights.com/Cold_Iron_Vanquisher

Take a look at their damage bars. The Leviathan is only very slightly stronger, or so it would appear, correct? Would it surprise you if I told you that the Leviathan Blade is about 30%~ stronger than the Cold Iron Vanquisher unless the CIV is up against undead? 30%. That's a HUGE difference. This data was taken from Level 10 Levi Blades and CIVs from very well known members of the community. I myself have low level (although they're the same level) weapons and the information holds true for me (in case you don't believe me: http://i55.tinypic.com/6h7z80.png)

So yeah, please, please, PLEASE give us numbers instead of bars. If you for some reason you cannot do that, at the very least you could fix up the bars so they look more accurate. But please just give us numbers instead.

Tue, 04/19/2011 - 12:18
#5
adrian783
Legacy Username
for some reason the bars

for some reason the bars don't reflect the stats of the sword correctly...i wonder how that came into being.

Tue, 04/19/2011 - 13:15
#6
RamuneDrink
Legacy Username
Okay...then get over it and

Okay...then get over it and make a Leviathan...

Tue, 04/19/2011 - 13:18
#7
krabboss
Legacy Username
That's all well and good, but

That's all well and good, but I just put a fair bit of time and money into making a UV Cold Iron Vanquisher only to find it really sucks. I'd rather see the weapons balanced rather than just throw the weapon I've got in the trash.

If the stats were more transparent, I wouldn't have crafted the CIV and there wouldn't be a problem.

Tue, 04/19/2011 - 13:34
#8
RamuneDrink
Legacy Username
Oh. Yeah, that really

Oh. Yeah, that really sucks...
Don't know what to say...tell other people so they don't make the same mistake?

Tue, 04/19/2011 - 13:45
#9
Tumble
Legacy Username
If the developers don't wish

If the developers don't wish to use numbers, I think that's legitimate, but it would be nice if the bars were more accurate or more vague. I don't mind even having a 5 bar system with half bars so players have to figure out the little differences by themselves, but if what the OP says is true, then the current bar system is completely inaccurate and having fractional precision is highly misleading to the players.

Thu, 04/21/2011 - 02:25
#10
Archmortal
Legacy Username
Bump for Justice.

I realize there's a lot of other development issues going on due to the game's recent release and bugs and new content development and whatnot but... c'mon.

I can understand Cold Iron Carver/Vanquisher not being as powerful in general as the Ascended Calibur/Leviathan Blade. It shouldn't be. It has a lovely increase to damage against Undead. But the gap between the weapons' base power is so large that the lovely increase becomes the only thing keeping it even mildly relevant.

Obviously there's an issue with stat representation. CIV's power bar is nowhere near accurate. If the 30% base damage difference in the OP is to be taken at face value, then that's about two full bars lower than what the game tells us. While it's understandable to want players to learn the nuances of the game, that is just completely misleading. The bars need to be fixed.

Another issue is that, again, if the 30% base damage difference is to be taken at face value, then the bonus damage to Undead is rendered somewhat meaningless without an *additional* Unique Variant to increase it further. The only thing the innate damage increase does is make it on par with Leviathan against one enemy type. On par... against ONE type of enemy. It should be noticeably stronger against Undead, not just barely better. To fix that, just make CIV's base damage stronger. Not as strong as Leviathan, obviously, but stronger. I imagine fixing CIV so its base power is tuned to be 15% lower (and properly represented as such with the status bars) than Leviathan instead of 30% would solve the balancing issue and make CIV a very desirable weapon to have against Undead without making it too powerful against anything else. It would still be noticeably weaker than the Leviathan Blade, and that's fine. But with that change it would also be noticeably stronger against Undead, which is necessary to differentiate it from the Leviathan Blade in a positive light (as opposed to now, where CIV being only as effective as Leviathan against undead, and much weaker against everything else differentiates it in a negative light). Alternatively, once the Carver is upgraded to a Vanquisher, change the maximum bonus of the innate undead damage increase from High to Maximum and leave the base damage alone. I can see how that'd be a bit extreme since Maximum bonuses are supposed to be super special and whatnot, but it would be a good way to send the message to players that the Cold Iron Vanquisher is THE undead-slaying weapon and it would push CIV's damage to Undead up enough to earn that recognition, and Leviathan would still be the preferred weapon for everything else, as I assume it is meant to be.

Thu, 04/21/2011 - 08:08
#11
Icee's picture
Icee
Maybe its a bug; file a report.

Based on the bars indicating weapon stats, if you're truly seeing a 30% difference in damage when using the same armor in the same level and with all of your gear at the same heat level, that's a bug. Either the damage bar for the CIV is shown too long, the CIV is for some reason doing less than it should, or the Leviathan Blade is doing more than it should.

Use your CIV, ask a friend in equivalent gear to use the Leviathan Blade (or make your own if you can afford to and want to have one) and file a bug report if your numbers are more than 5-10% different. Either the bar needs to change or the damage done needs to change but I can't imagine that the developers intentionally make them look like they do similar damage only to have a difference of >25%.

Thu, 04/21/2011 - 14:27
#12
krabboss
Legacy Username
I've only got an Ascended

I've only got an Ascended Calibur. Both it and my CIV are at level 10. The CIV's normal stat is maxed out while the Ascended Calibur is a little off. On the first floor of Tier 1, they will do equal damage. From the second floor and onward, the Ascended Calibur will do more damage with the gap between the two widening the further you go down. I've had no experience with the Leviathan Blade, but experienced users (like Magnus and co., if I remember correctly) have reported the Leviathan Blade widens this gap even further.

I guess it could classify as a bug. I did originally create this thread in the bugs section, but I moved it here as I thought it fit better.

Thu, 04/21/2011 - 14:51
#13
AlexJS
Legacy Username
I don't think it's a bug, I'm

I don't think it's a bug, I'm convinced that the bar on stats are logarithmic, i.e. the first few bars are worth much less than the last few. For example, a weapon with a bar higher than another will do twice as much damage. Obviously, it's not to that strong a degree (maybe a bar higher is 50% more? Who knows), but there REALLY needs to be more transparency with equipment, especially after you spend 45,000 crowns, 300 energy, and a ton of materials to even get it.

Either make the power vs. bar length linear, or just give us a number. Please. It'd be nice if we could accurately gauge how much more damage things do. While you're at it, tell us how much "Increased damage: Low/High/Maximum!" is. 5% per level? What? If the Leviblade is really 30% more powerful, and the Vanquisher only hits par against undead, High = 30% bonus?

Thu, 04/21/2011 - 15:30
#14
Softspoken
Legacy Username
Percentages And Static Values

On the 30% difference: How much is this on an absolute scale? I've never played T3: I don't know if you're regularly seeing damage in the 100s or what. Because if defenses work additively and subtractively, then it's entirely possible the bar is perfectly accurate. If the defense of your opponent is enough that it essentially removes the first 8 bars of attack from any item, Then a sword with 9 bars of attack will be about 30% more effective than a sword with 8 & 2/3rds of a bar of attack.

This being said, the stat bars on these are very, very hard to read if you ask me. I can't even tell a difference between the two of them. Even if there is a difference, I would never notice it myself. I'd prefer it if (for example) every full bar was given a separate dot, while each partially filled bar was filled like a pie chart or something: I just think it'd be easier to tell the difference between two items than it is currently.

And you're right: we're not going to see numbers in this game. It looks like they're trying to do the same thing in that regard as what they did with Puzzle Pirates, which was pretty successful there.

Thu, 04/21/2011 - 18:10
#15
Ouros
Legacy Username
The data mine isn't deep

The data mine isn't deep enough yet to fully demonstrate the difference between the two weapons. The nature of defenses and variants are still up in the air. We don't know how much of defense is directly subtracted and how much is based on percentages, and we don't know if the bonus damage to undead is a flat value or a percentage. We also don't know how increasing damage interacts with swing speed, though from a design perspective I'd guess that damage increases are percentage based.

You should consider these discrepancies a goal statement rather than a system flaw. Figure out why the game works like this before insisting that it works incorrectly. Post this topic again when you can quantify the bonus damage that this weapon would do if scaled to a theoretical tier four.

Thu, 04/21/2011 - 19:03
#16
Runegrace
Legacy Username
On Design Philosophy

"I'm sorry, but in general we avoid discussing the actual numbers behind the weapons because we like to encourage players to discover it themselves."

Players need enough information to make meaningful decisions. Fun games should not be solvable. The above philosophy hurts the former statement, and would hide the latter. Players WILL figure out any game system, assuming that there's enough interest in the game. This is the era of wiki sites and gamefaqs; when one person discovers something, then everyone will learn it. I've learned things like:

    In Final Fantasy 9, part of stat boosts from equipment are permanent when you level when equipped with them. That's why Red Amarant is generally terrible: you get him last, and he's gained the least of these hidden buffs of any character.

    In the mech game Chromehounds, weapon's attack values are scaled to roughly the 2.2nd power before determining damage. While a machinegun may have 200 power with artillery weapons having 2000, each machinegun bullet does 1/100th an artillery shell's damage, not 1/10th.

    In the shooter Shadowrun, the health bar is not linear. "Half" your health is actually more around when the bar is 1/3 full (the first bars lost are worth less than the last).

None of this is ever directly told to the players, but people have figured it out. Once I learned these things, I was able to make more educated decisions. What should I equip in FF9? Which weapons in CH are best when considering damage, ammo, weight, range, etc? Should I run from this fight in SR, or do I still have a fighting chance? Finding this information out doesn't ruin these games, since there are many other variables to consider with the game. Tic-tac-toe is solvable, and that does ruin the game when you learn about that. Spiral Knights is not Tic-tac-toe; you can't just crunch numbers down to figure out the weapon with the best DPS and is therefore the only weapon that players should use (if that was true, it wouldn't be a very engaging system).

Revealing the numbers would let players more quickly digest and evaluate equipment options. If there's a weapon that is inferior, or superior to all others, then they will catch it for you and you can fix it. Besides, the best choices involve incomparables. I love heavy swords. I see people with cutters run in, killing enemies faster than I can, but I will end up rezzing them several times during a run. Heavy swords have wide arcs, good damage, and knockback. If you can time and position your attacks to avoid the opening after your swings, you can go a long time without taking damage. One thing that's terrible with them, though? Cutting down crystals. These are all things that can't be shown in numbers: handling, range, and practicality. The Spur is interesting, as it is fast with oddly high knockback, a substantial increase to damage on the 3rd hit, and you travel while swinging. Some weapons have better basic attacks, and some weapons have surprisingly good charge attacks. Even if you gave the numbers to these weapons, players will still experiment with them.

Would krabboss, or any other player, have made the CIV if he knew that it did 80% normal damage, but 110% against undead? Prolly not. Seems better to let players see that, realize that it isn't a choice that a player would make (willingly), and fix it. Would I see half the Spiral Knights population wearing some type of wolf cap if they knew that the "vague descriptor" damage to melee weapons was only 5%, and they were sacrificing 20% defense for it? Players asking to see the numbers are really asking to know what decision they are making, because if its just made at random then it really isn't a decision at all.

(Note: numbers in the last paragraph are totally random)

Thu, 04/21/2011 - 20:29
#17
Zingman's picture
Zingman
We don't need numbers, we

We don't need numbers, we need the bars to be accurate. The damage a weapon does is dependent on its type, level, AND the depth your're in the clockworks. The amount of damage your levi/CIV does increases as you go deeper in the clockworks. While admittedly I have yet to reach vanaduke myself, a level 10 proto-sword at the deepest part of the clockworks is doing more damage then the levi/CIV in level 1. The relationship between any two weapons on the SAME level however, should be fixed -- and this is where the bars are supposed to come in. If it is not obvious that the levi is doing 30% more damage than the CIV against all non-undead types, then the bars are not accurate. Inaccurate bars stems from one (or two) of three things. Either the bars are independent of the actual factor being used to caculate damage (which I doubt), the bars are being "maxed out" or there is not enough detail in the bars. Of these, the bar being "maxed out" is the most likely culprit.

Thu, 04/21/2011 - 22:50
#18
Negimasonic's picture
Negimasonic
so yeah...anyone just

so yeah...anyone just randomly had enough time to go to Tier 3 with both weapons and take one swing at a non undead enemy with both weapons and compare(screenshots/ video even better)? Seems like the simplest solution to figuring it out.

Fri, 04/22/2011 - 16:10
#19
Path
I enjoy playing this game,

I enjoy playing this game, but I can't bring myself to bother putting any more time and money into it given that I don't know what equipment to aim for.

I made a Cold Iron Carver, and not only do I think the bars are useless, I think they are downright wrong. I also have an Owlite shield, and the bars change dramaticall between 3-star and 4-star, but the shield seems about as useless as ever.

Without actual information to work with, equipment planning is basically blind, and I have no interest in sinking hours into making gear which is ultimately garbage. The worst thing I could say about the current equipment system is that I simply don't trust it anymore.

Sat, 04/23/2011 - 20:26
#20
Archmortal
Legacy Username
More justice!

Another slight problem with the Cold Iron Vanquisher is this:

A Unique Variant for increased Damage to Undead as low as... well... Low, appears to be enough for the Leviathan Blade to do equal (if not slightly more) damage to Undead as a weapon whose inherent ability is "increased damage to undead: High." It's... really... backwards. So yes. Just more reason for Cold Iron Vanquisher to be fixed or rebalanced in one way or another.

Since there's no reason for anyone to believe there's anything wrong with Leviathan, the problem must lie with the CIV. In order for it to be properly balanced so people want to use it, it can't be this much weaker than Leviathan. I imagine it would be greatly appreciated if the bars themselves properly represented the gap in the weapon's base power, but it will literally kill the Cold Iron Vanquisher as a useful weapon if it doesn't get some kind of tweak to properly balance it with its counterpart.

Sat, 04/23/2011 - 20:48
#21
Shani
Legacy Username
I've read another theory that

I've read another theory that the bar values are decided by the full combo or tied into attack speed as well. I'm not familiar with those swords, but would that change things?

Sat, 04/23/2011 - 21:22
#22
Archmortal
Legacy Username
From everything my friends

From everything my friends who actually use the weapons have told me and my own eyes watching them swing in combat, the speed is actually the same.

Also, if what AlexJS said turns out to be true (that the stat bars are logarithmic and thus the first bars are worth much less than the last bars), then by looking at the speed bar we should be able to trust what it says more readily. Just like the power bar, the speed bar on both weapons APPEARS to be "equal." However since the bars represent less, I would think a difference might still be visible on the bars if there was one.

Fri, 04/29/2011 - 02:07
#23
krabboss
Legacy Username
Another update gone without

Another update gone without any effort made to balance out these weapons. I'm glad they added some new weapons, but it would be nice if they could fix a few of the horribly underpowered weapons as well.

Fri, 04/29/2011 - 02:49
#24
terabomber
Legacy Username
"horribly underpowered

"horribly underpowered weapons" *COUGH* IONIZED SALT BOMB *COUGH* Excuse me.

Once I read the suggestion that the bars were logarithmic, I was immediately convinced. I remember the Hot Edge and Calibur, for example. A lv1 Calibur has about 3.25 bars of Normal damage, and a lv10 Hot Edge has what looks like 1.75 or so each of Normal and Elemental damage. If used on something neutral to Elemental, you'd expect the Hot Edge's Normal + Elemental to add up to 3.50, which is more than 3.25, right? RIGHT???

Nooooooo! lv1 Calibur is WAY ahead of lv10 Hot Edge. The bars are probably looking at me and saying that that addition was like adding 1+1 and expecting 10. Has anyone else felt that?

Fri, 04/29/2011 - 17:11
#25
Zingman's picture
Zingman
The bars need to be accurate

The bars need to be accurate easy to understand.

If the developers ditched the bars and put numbers it wouldn't be a whole lot better. If we had numbers we'd have a huge table for each sword (as each sword does different damage at different depths among other factors). People would then be complaining that the "numbers table" is hopelessly complex and that it should be simplified.

Its not intuitive that the bars are logarithmic. They really need to be linear, however this may make some swords (especially at the low end) hard to compare, so how about this.

Currently the difficulty meter on the minimap goes from blue to green to yellow to orange to red to purple. Do a similar thing for swords. i.e., when the blue bar is maxed out, it resets and turns green, etc.

Fri, 04/29/2011 - 18:49
#26
Geass
Legacy Username
Numbers are not needed.

If it is true what Krabboss posted from the dev's (about players finding this out on our own), then the bars need to be easy to understand. For example we'll take the CIV, The CIV has a max of 10 bars of power (at level 10). Without there being numbers to reference we are forced (from a mathematical stand point) to assume that the bars are equal the same amount of ATP for every weapon in the game.

I.E. a new brandish and a new calibur both have about 30.25% ATP (3.25 bars according to the wiki) so they should do exactly the same amount of damage on the same exact mob (± a few).

So according to the Wiki the LB and the CIV should have the same ATP when leveled to 10 (100%ATP) and the CIV should do just a little more to undead. Which seems correct to me as you have to go through a lot more work to get the CIV to earn the reward of having the extra ATP to undead.

If this is not the case then they need to come up with a new method of showing a weapons ATP, because it would mean that each bar for each weapon (even in the same weapon family) equals to a different % of ATP, which is dumb lol, and renders the bars useless.

Fri, 04/29/2011 - 20:18
#27
cheeserito
Legacy Username
So I got the CIV hoping it

So I got the CIV hoping it would be AWESOME, despite all the rumors I'd heard. Because based on the Wiki, it had pretty good stats and the damage bonus to undead sounded amazing for when I got the Graveyard levels.

Maybe it's just me, but I don't think a "damage bonus against undead: High" should only be worth ~10 extra damage. I'm consistently hitting non-undead creatures for 84-85, while I hit undead for 96 (on Tier2). That sounds more like a "low" or maybe even "medium" bonus.

While I've never used a Leviathan, and can't speak for it, a lot of people have been saying it's better than the CIV. Which is pretty disheartening considering how much harder it is to get the CIC/CIV recipes, all the while, anyone can get the Leviathan series from Kozma.

Sat, 04/30/2011 - 12:12
#28
Path
Any news on this being fixed

Any news on this being fixed yet? Not balancing the weapons per say, but just making the system SIMPLE and easy to understand.

As to Zingman: Wanting a number doesn't mean we want the exact number that each sword does on each level to be displayed, but rather a numerical system where COMPARISONS are EASY, and FAST. Think of WoW's DPS number. There are lots of nuances in sword speed, damage range, and other values, but it is visible as a simple and quick comparison to know the average power of a weapon.

Right now you have to count bars, either assume the bar system is linear or logrithmic, then give the hell up because they don't appear to mean anything anyway.

This isn't just frustrating from a min/max perspective, its frustrating from even a casual "informed decision" one.

Sat, 04/30/2011 - 14:14
#29
Zingman's picture
Zingman
So in other words Path, what

So in other words Path, what you'd like to see is the "damage factor" for each weapon.

The way damage in this game works to best of my estimation is:

( base damage +/- bonuses ) * damage factor * depth = damage done.

That's just a single solitary number, which you won't see in game while you're playing it (i.e. the sword/gun/bomb will never do that damage -- and will likely never come close). A single solitary number that will not be seen in game (even with the damage numbers turned on) is the perfect candidate for graphical representation (i.e. bars). When done right, even somebody's who illiterate should be look at the bars and tell which sword/gun/bomb does more damage. The problem is that the current bars are not succeeding in conveying the information. Part of it based on the observations of damage done is that bars are logarithmic, which is extremely bad given the fact that bars have no scale. Another part of it is that the bars are apparently being maxed out, which is also extremely bad given that the bars are supposed to be our method of comparing weapons.

The vision of the developers is to have a mostly "number free" environment that is friendly and easy to play from the first second you start playing (http://forums.spiralknights.com/en/node/2159). That the bars are NOT succeeding in conveying the information they need to, is a major problem. The quick and dirty and inelegant fix to this would be to replace the bars with the number behind the bar. The more elegant, and fitting in more with the developers vision of this game, is to fix the bars so that they are easy to understand. The bars should NEVER max out, and they absolutely MUST be linear, or comparisons between two weapons become a lot harder than they should be -- which is why we have all this tarting on the forums.

Sat, 04/30/2011 - 16:56
#30
Path
That seems like a fair

That seems like a fair estimation of the damage system, I've noticed the depth multiplier as well.

I do agree with you in that a bar system could work just as well as a numbers based system, just as you stated. But when someone screws up a system so badly, I generally prefer it if they chuck the whole system and implement one that is far harder to screw up, rather than making incremental and ultimately meaningless changes to the current one.

There are numerous examples of the bar system either not behaving intuitively, or being damned wrong. The transition from Horned owlite to Wise owlite is a huge boost in 'bars', but a nearly unnoticeable change in effect. Compounded to the Cold Iron Carver bars, and the handful of other weapons with similar bars acting at different powers, and I'd say they conclusively got the current system wrong.

All this in addition to the fact that in order to determine which of two weapons might be incrementally better (assuming the system worked at all) reduces you down to counting pixels.

Sun, 05/01/2011 - 01:09
#31
cheeserito
Legacy Username
Okay- so an addition to my

Okay- so an addition to my post: Someone in my party has the Ascended Calibur (you know, the 4star leading up to the Leviathan) at level 2. I have a level 10 Cold Iron Vanquisher (You know, a 5star). And this person is doing more damage to things.

I'm currently wearing the salamander suit and helm which gives me a medium bonus against slimes as well. And his Ascended Calibur is doing more damage to them too, though he does have a low damage bonus to slimes (from the chroma mask).

In numbers, though:
His Lvl. 2 Ascended Calibur against slimes (charged): 173
My Lvl. 10 Cold Iron Vanquisher against slimes (charged): 172

Lvl. 2 AC against gremlins (regular swings): 91-104
Lvl. 10 CIV against gremlins (regular swings): 84-99

.____.

So I think that the CIC/CIV definitely needs to be adjusted. Regardless of how easy/hard it is to read the current system of stats, a 5star weapon should not be doing less than a 4star weapon ever (criticals notwithstanding).

Sat, 05/07/2011 - 01:52
#32
Archmortal
Legacy Username
A thought, if you will.

While the easiest way to fix the issue is to just boost CIV's innate bonus against Undead from High to Maximum, there's a much more elegant solution.

Find a way to make it so that bonuses innate to equipment are part of the equipment's base status and separate from the effects of a Unique Variant.

The way I'm thinking about it, this would mean that innate equipment bonuses and Unique Variants stack separately to their own separate Maximum limit. Using the CIV as an example, if the character has that and Silvermail on, the innate equipment bonus adds up to Very High against undead. Let's say the CIV has a Unique Variant of damage increase to undead: Very High on top of that. Ideally, this would mean the character has two Very High bonuses in effect rather than one Maximum bonus that wastes half of the Unique Variant.

Using numbers (1 = Low, 2 = Medium, 3 = High, 4 = Very High, 5 = Ultra, 6 = Maximum) I guess it would look like:

4 innate + 4 variant = Very High x2

instead of what it is currently which is:

4 innate + 4 variant = Maximum x1 with 2 wasted.

I have no idea how difficult this would be to code/program but it would instantly make specialized items like CIV (both current and future) much more appealing to use. And to make it visible to characters, on their stat page where you can see all the bonuses affecting a weapon, you'd want to make the Unique Variant show up separately like it does on the individual weapon status as it appears in your inventory.

All of this would pretty much only apply to offensive bonuses, though, because as far as I'm aware defensive bonuses behave differently, and status resistances already have an absolute limit.

Sat, 05/07/2011 - 09:03
#33
Kaley
I too think that either

I too think that either numbers or accurate stat bars would help. I've played other games where equipment stats are given as numbers and it doesn't make the game any less interesting. As Runegrace says, people will eventually figure out what the true equipment stats are and post it on the forums, but we shouldn't have to pore over forum posts just to figure out which weapon does more damage and what the correct display should be for the damage bar. I'm playing a game, not writing a research paper. I'd like to be able to get accurate basic information about gear just from the information displayed in game, without having to read through an encyclopedia of forum posts. The things that should be left to the players to discover on their own should be stuff like boss/level strategies or personal preferences about how a weapon handles. It's fun to discover how to kill a boss; it's not fun to discover that the weapon you just spent a ton of resources on actually does no damage.

Tue, 05/10/2011 - 11:03
#34
Sparkster
Legacy Username
thank you for posting this, now... what weapon should i get?

I was really considering going down the CIC and the CIV line before reading this, I"ve got level 3 gear overall and I know that my arc razor is going to be useless later on, so I thought that the CIV seemed like a great line of swords to use!

But after reading this, dang! its WORSE than the Ascended calibur? even though the materials AND the recipe are harder to find? seriously!
thanks for letting me know ahead of time before I made that stupid mistake lads!

Now... I need recommendations, I'm pretty much an all rounder player though I defiantly use my super blast bomb the most, can you recommend me a better line of swords to go down please?

peace and love

Sparkster the rocket knight (play rocket knight adventures for the genisis)

Tue, 05/10/2011 - 14:09
#35
Milkshanks
This is ridiculous.

I'm another CIC user. I went after the CIC after checking the wiki and realizing that the CIV and Leviathan had the same raw attack power with CIV having the added bonus damage against undead monsters to it. I figured this was due to the CIC line depending on rare recipes and mats, or so i thought. But after that I actually learnt the hard way (my friend got a Ascended Calibur) that the CIC/CIV line is really underpowered and that this game's status bar are simply USELESS. I feel really ripped off by this game right now. The devs need to fix the bars or either adjust the Carver/Vanquisher line attack to be the same as Leviathan's, as that is what the bars let us to believe.

Tue, 05/10/2011 - 14:21
#36
Bighondo's picture
Bighondo
Same situation

People put time and effort into getting items with these supposed stats. But nope, the system is flawed, and it's all a lie. Seriously, this might just be a computer game, but you don't just fool around with someone's time and effort like that.

Tue, 05/10/2011 - 23:08
#37
Jerakal
Legacy Username
I'm just waiting for OOO to

I'm just waiting for OOO to start claiming that all weapons and armor are "Working as intended."

Wed, 05/11/2011 - 00:46
#38
cheeserito
Legacy Username
Lol, I got a Medium bonus to

Lol, I got a Medium bonus to undead UV on a Leviathan. I do nearly double what my CIV did to undead (on the charge, at least; regular swings I just do like 30-40 more damage), and that's sad.

Wed, 05/11/2011 - 09:40
#39
Pauling's picture
Pauling
Magnus threw in an obligatory

Magnus threw in an obligatory wiki crack, so I'll throw one in too:

We're currently gathering actual damage numbers for as many (level 10 heat) weapons as possible, in every depth possible, against all monster types. That should go an amazingly long way towards helping people compare weapon stats.

If you want to join the project, head over to the wiki section of these forums. We welcome your contributions.

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