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Proposed Format for More-Specific Weapon Damage Tables

15 replies [Last post]
Mon, 05/02/2011 - 18:21
CrashFu
Legacy Username

"this sword does a moderate amount of damage" "this gun has fairly high dps" "this charge attack does a tremendous amount of damage!" ... What exactly is anyone getting from the sort of vague explanations of weapon damage we've been using in the wiki so far?

Personally, I think it would be appropriate to start constructing charts on each weapon's page showing some good hard statistics, and I have a format I'd like to propose that I think would handle the wide range of variability present.

First off, I think the best way to display the data would be spread-sheet style, with the columns dictated by which Stratum the weapon is being used in, and the rows sorting the type enemy it is used against based on their vulnerability to the damage type, if non-normal, and if the weapon has an inherent vs. enemy type damage bonus, then an additional row for that. Each section on the graph, then, would list the RANGE of damage the weapon has been seen to do (because different enemies have different amounts of resistance) against enemies of that family when in that Stratum.

Regarding Bosses, who may have far higher resistance than any other monsters or even different sets of resistances and vulnerabilities than normal, they will either NOT be counted OR each have their own row.

Example: a gun that deals elemental damage would have the columns for stratums 1-6, and rows consisting of "Vs. Constructs and Undead", "Vs. Gremlins and Beasts", "Vs. Slimes and Fiends", "Vs. Royal Jelly", and "Vs. Vanaduke" It's Damage Range in any given cross-section, let's say... Stratum 2 with Vs. Slimes and Fiends, might list something like "15 - 20 / 15 - 20" Indicating that it can make two shots that have each been shown to do damage (in that stratum, against those enemy types) ranging from 15 to twenty damage. Within that same square of the graph, UNDERNEATH "15-20 / 15-20" may be the damage range for the weapon's charge attack, possibly listed in a different color of text, which may read something like "24 - 35 50%[tiny flame icon]", where [flame icon] actually has a tiny image inserted representing a chance for minor fire status and the preceding 10% represents the estimated chance of causing it. There would, ideally, be separate easy-to-read icons made for various STRENGTHS of the status effect, so while there is a tiny flame icon for minor fire, there could be a larger flame icon for moderate fire.

2nd example: the Wrench Wand. It would have all of the same stratum based columns, but the rows would be different. It would have a row for "Base Damage" and a row for "vs. Constructs" because its damage bonus against them is inherent to all Wrench Wands. (It may also have rows for Vs. Bosses, but only if it is decided that the bosses have significant normal resistance compared to other monsters). Unfortunately this means that any given square on the chart of a normal weapon will tend to have a pretty wide range of damages shown, since normal resistance varies a lot from monster to monster... but that's of course the inherent, defining quality of Normal damage.

Of course, per-hit or even per-combo damage isn't everything; DPS important in some situations, so the chart will have to take that into account, too. I suggest that for each given weapon's basic attack combo, contributing knights measure the time (in seconds or decimals thereof) it takes for each part of the attack (because sometimes you won't have time or opportunity to do the FULL combo) to go completely through the animation sequence and be ready for either the next part of the combo or the chance to block. These times may be listed just once at the top or bottom of the chart and only the individual calculated AVERAGE DPS be put into each section of the graph in order to reduce clutter, OR these times may be included in each section for quick reference. I suggest we decide on one of the two options and make it the standard. Either way, I suggest that while we should show the full range of damage an individual attack can do, we need only calculate the DPS based on the average of that range divided by the amount of time the attack takes, for each section of the combo and then a total for the full combo. Naturally, there is absolutely no point in attempting to calculate DPS for charged attacks because one usually only does them once at a time and otherwise we would have to take into account charge reductions.

Some additional notes: All data gathered should be required to be taken with Completed, 10th-heat-level equipment, only against enemies that any applicable UV damage bonus (As in NOT inherent to that type of weapon, but just a random bonus on that specific one) OR armor damage bonuses do NOT apply to, and attack-times and resulting DPS should only be measured using weapons without attack speed modifications from other sources. When it comes to bombs, attack times can be listed but will refer only to the amount of time it takes for the bomb to detonate (and the duration of any after-initial-detonation effects, such as the status-afflicting clouds from the haze series or the vortex from gravitons) Calculating DPS for a bomb is out of the question. Obviously, nobody should ever include the amount of damage they do while poisoned in the lower damage range for anything.

Additional Additionally: Almost the exact same kind of chart can, and most certainly SHOULD be made for status effects that do damage, although the fact that such charts will have to be sorted by not just stratum and vs. enemy type, but also by the strength of the effect, is something to consider. Perhaps separate graphs for each strength level?

If necessary, I will attempt to throw together some mock-ups of what these charts would look like, if it was not clear enough from my description..

Tue, 05/03/2011 - 19:47
#1
divaliant
Legacy Username
[[Possible Big Project]] Weapon Damage Statistics

Latest Data I gather will be put on top:

Ascended Calibur - Tier 2 Damage
Ascended Calibur - Tier 2 (with Wolver Cap) Damage
Sealed Sword - Tier 2 Damage
Sealed Sword - Tier 2 (with Wolver Cap) Damage

------------------------------------------------------------------------------------

This is so exciting! Yes, we at Clockwork Armada was just talking about this earlier tonight over the guild chat, so I'm really surprised to see this. It would be great if we can work together and have as many data possible from as many weapons (swords, guns, bombs) on as many levels as possible. Overlapping data are okay too, since it will either corroborate or put into doubt existing data.

Here is something I wrote before I saw this post. Since it's quite cumbersome (read: I'm lazy =p) to edit it, I'll just post it as it is.
---

Hi guys!
I'm thinking of gathering loads of data about the weapons available to us in Spiral Knights. As of now, I do not think the information we have about the potency of each weapon doesn't do much in helping players (especially new players) compare and pick their weapons.

What I'm looking for are actual hard numbers of [damages] done by each [weapon] on each [enemy] (perhaps enemy type, if the damages prove to be the same on the same level), on each [level]. I figure, if we have enough data, we could possibly make sense of those unfathomable Attack Power bars somehow (and if those bars simply do not correlate with the data at all, which is what many others and I have suspected, we can simply dismiss them triumphantly with absolute proof of their rubbish-ness).

[Damage]: This will come in range, as some weapons deal different damage on different swings (taking the Calibur line for instance, the third swing deals significantly more damage than the first two).

[Weapon]: To simplify the beginning of the process, only Heat Level 10 weapons will be used (testing other levels are only marginally useful since the weapons won't stay for long at those levels, and data gathering would also be more cumbersome, as the researcher must do all s/he can to avoid gaining heat.

[Level]: This will be useful in determining not only the depth, but also the type of monsters available there. Most likely this will be really crucial when elemental/piercing/shadow damage comes into play.

Here are some benefits (and potential benefits) from this undertaking that I can think of right now:
- Actual weapon damages are made available (especially useful for new players, and still useful for anyone's reference anyway)
- Comparison between weapons can be made more objectively (granted, we only have the damage per swing, not pure DPS)
- Chart the damage progression of each weapon tier.
- Get a ballpark of the enemy's health points (I know that enemies' health increases with party size. But if we can get the data for different party sizes as well, then it is possible to figure out the multiplier, and then we'll have access to possibly one of the most important data available in this game).

***
I just did a run with Ascended Calibur (4*, normal damage) on T2. I've tried different rooms at the same level, and the damage seems to be the same, so it seems like room type doesn't matter much for the Calibur line (which makes sense given its role as an all-rounder sword).

[[Link Edited]]

[???: I simply don't have this number because either my 1) guildmates cleared the whole floor of that monster before I had the chance to test different attacks on them =p, or because at that moment I was too busy running for my life to test specific attacks!]

(Note: the first Damage number represents the first two hits of the Ascended Calibur, and the second number represents the final hit. Damage is the same on every single monster in the level, with the exception of the Gremlin Menders. They seem to have lower defense than other mobs. Another exception are the monsters inside the Danger Room. There are three separate Damage rate that I see from soloing three Danger Rooms (L9, 10, 17). It seems that Danger Room monsters are stronger not because they get DEF and ATK stat boost. They are simply monsters imported from the deeper levels!)

We found out several interesting facts:
- The number of members in the party does not affect damage output (in other words, while the mobs' HP gets boosted, their DEF does not).
- Arena monsters have the same DEF as other monsters in different rooms at the same level.
- Weapon Damage is dictated by depth level, not the monster the weapon is used on (found this out from the Danger Room tests).

----

This is by no means conclusive and fool-proof. I might have noted down the wrong number while I was too busy not getting lazored to death by the Retrodes. As more people join in the data gathering process and our data pool grows bigger, more accurate and definitive conclusion will be able to be drawn.

[[Important]] We are looking for someone who's proficient with the Wiki to whom we can pool all our data in Excel sheet, so everything can be made pretty and put on the Wiki for everybody's reference.

Sat, 05/07/2011 - 17:25
#2
Softspoken
Legacy Username
Links are all missing?

So wait, where is this data dump site that I could provide numbers to? Because I'd really like this sort of thing to become a reality, and have no idea where to contribute data.

Sun, 05/08/2011 - 08:50
#3
divaliant
Legacy Username
Excel Sheet?

For now, let's record all our numbers on an Excel sheet, take screenshots, and post them here. I hope the thread starter will edit the first post and adds the list of all weapon data that we have so far to avoid redundancy (although extra data for corroboration wouldn't hurt). If that doesn't happen, then I'll either start yet another thread (another thread titled 'strategy and analysis' has also discussed this) or just edit the second post of this thread.

The list will probably look like this (with each of them being a link, of course):
T1
- Proto Sword (Rambo)
- Proto Sword (Seagal)
- Calibur (Robocop)
- Cutter (Pitt)
- Brandish (Chan)

T2
- Tempered Calibur (Robocop)
- Divine Avenger w/ Bonus Damage: Low (Schwarzenegger)
- and so on and so on.

Sun, 05/08/2011 - 18:57
#4
CrashFu
Legacy Username
I think the best way would be

I think the best way would be to just add these tables to each weapon's individual page on the wiki itself, and then adjust the tables as additional data is found, or if someone notices the range of damage falling outside of the previously found parameters. Trying to keep track of all of that raw data here in the forums would just be.. less than ideal. For now, if you have weapons that are at completed heat levels, I would say just record your own findings and once we get some templates put up in the wiki, you can start moving the data over.

I'm pretty new to wiki-editing myself, so I'm not sure how to actually make the kind of graph within the wiki editor that we are looking for here; I was just proposing a format that I feel would be suitable for displaying the information.

Sun, 05/08/2011 - 19:49
#5
Pauling's picture
Pauling
just to organize the tracking

just to organize the tracking effort... could probably create something public using Google docs.

Sun, 05/08/2011 - 20:33
#6
CrashFu
Legacy Username
Update: Okay, I'm trying to

Update: Okay, I'm trying to learn the whole graph/chart-making-in-the-wiki thing. I'm using my user talk page as a sort of sandbox to work out the design: http://wiki.spiralknights.com/User_talk:CrashFu

It's not quite done yet, so don't go copying it to any weapons' pages and filling in your data just yet. I'll let you all know when I've got the template made up EXACTLY how it should be. In the meantime, feel free to make suggestions on HOW you think it exactly should be, either here or on my user:talk page itself (though please do not modify the chart in any way unless given permission to. Just let me know how you think it should be different.)

Sun, 05/08/2011 - 20:39
#7
Khaim
Legacy Username
Added to talk pages

I've added divaliant's data (sans wolver cap) to the talk pages. If we can get some more data points, we might be able to work out the formulas.

http://wiki.spiralknights.com/Talk:Ascended_Calibur
http://wiki.spiralknights.com/Talk:Sealed Sword

Edit:
Pauling, good idea. Here's a public access spreadsheet people can use:
https://spreadsheets.google.com/ccc?key=0AqdRGQ5u1MfAdDlha1JBOUZuSWZqclF...

Tue, 05/10/2011 - 22:11
#8
CrashFu
Legacy Username
I've gathered up a ton of

I've gathered up a ton of data for Graviton and Needle Shot in the first two stratums, and I'm noticing that there is indeed almost never any variance in the damage between different monsters of the same family within one particular floor. In fact, the only variance is a couple points worth between each floor. This makes me wonder, will it be necessary to display the damage as a range of high to low (which would only be accounting for the difference from the first floor of one stratum to the last) or would it be best to simply list the values found in the middle floor of the stratum (because it is essentially the average)?

I'm going to go ahead and start setting up the tables themselves on the wiki pages for the two weapons in question, and I'm going to go ahead and just put in the "middle floor" values for each stratum. I'll hang on to my raw data so that this can be adjusted if any of you feel it is indeed important to list the range from the first to last floors of each stratum.

Edit: Jeez. That was.. more troublesome than I expected to get to work. Well, it sort of works. Have a look for yourself: http://wiki.spiralknights.com/Graviton_Bomb

Notice that at the top, just under the title, there's an out of place "{{SKCell"and in the bottom right box of the table there is an "}}"? Those should not be showing up there, but if I try to remove them the entire table breaks. Anyone know what I did wrong there, and how to fix it? :( After we get that sorted out, I'll start adding in blank tables of the same design to all of the weapons you guys have been collecting data on so far, and you'll be able to fill them out easily enough. I've also got data ready for Needle Shot in the first two stratums..

Wed, 05/11/2011 - 07:59
#9
culture
Legacy Username
These damage tables are

These damage tables are looking really good. Nice to see the graviton damage is pretty decent for T1 against slimes and even beasts.

I've been trying to think about what questions this data would answer. The age-old question of CIV vs Levi would certainly fall in this category. Put another way, is the damage increase to zombies/phantoms in T3 worth the lower damage to everything else? Something like "Volcanic Pepperbox or Blitz Needle?" the damage dealt is only one aspect of the answer. (Have to also consider range and spread.) For the damage-only aspect, this could be restated as "How is setting fire to mobs balanced against piercing damage? Especially in T3 where this weapon is meant to be used."

If someone could pull up the CIV page and the Levi page in the wiki, then easily answer their question then the wiki has performed its service.

To that end, I think that the damage tables should show the maximum damage in the strata rather than the middle depth for the strata. IMHO, people want to know where their weapons will max out for an area. You might be able to even get away with showing T1, T2, T3 instead of 6 stratum. The progression within a tier seems to be linear, with big jumps between tiers. Either approach should work well though.

Wed, 05/11/2011 - 08:02
#10
culture
Legacy Username
If you removed the "Graviton

If you removed the "Graviton Bomb's Damage" header from the table, would it get rid of the {{SKCell? You might not need the header on the table.

Wed, 05/11/2011 - 16:45
#11
CrashFu
Legacy Username
Nah, removing the header

Nah, removing the header doesn't do anything, either. Hmm. This is really stumping me, and I really don't want to set up the table on any of the other weapon pages until after I get that eyesore of a "{{SKCell" removed. =(

Thu, 05/12/2011 - 02:01
#12
Trias's picture
Trias
Fixed the SKCell issue.

I fixed the SKCell issue. There was no need to call {{SKCell}} in the first place. The reason that the table broke when you removed it is that the wiki software cannot handle pipe characters ("|") in arguments of templates, unless they are inside other templates, wikilinks, etc. The pipes used in the stratum headers were thus breaking the SKWindow call. Having the whole body argument wrapped in {{ }} prevented the pipe problem, but produced extra output. There were several ways to fix it (as you can see in the history). The cleanest is to just use the SKCell templates for the stratum headers.

I'm not sure why these were in the explicit form they were, probably to mess, with the padding a bit. If that was the goal, a better way to achieve that is to add a parameter to the SKCell template that allows you to override the style commands. That would be very easy to do.

P.S. I clean up the code a bit. There was a whole block of arguments in the SKWindow template that wasn't doing anything, because SKWindow does nothing with extra parameters.

Thu, 05/12/2011 - 02:54
#13
Trias's picture
Trias
I've gone ahead and made

I've gone ahead and made templates to facilitate these tables. Go have a look. Let me know, if you think of any improvements to the syntax.

Thu, 05/12/2011 - 19:25
#14
CrashFu
Legacy Username
Good work, Trias! Glad one of

Good work, Trias! Glad one of us knew what they were doing; I just copied some code from a table on a different page and tried fiddling with it to put it in a format that was more appropriate. I didn't really know the first thing about how the code I was messing around with functioned. Hahaha.

I like the template you've set up, it should really streamline the process when we go to do the other weapons, and make it easy enough for anyone to put their data up on the wiki. I can't quite decide whether I like the tables' cells better square or how they were before with the rounded edges, though.

Sometime tonight I'll go try putting one of those up for the Needle Shot, since I've collected some early-stratum data for that already. I think my next big goal after that will be to add the tables to the pages for Fire, Shock, Freeze and Curse and begin collecting the appropriate data for such. I feel like hard data on damage from status affects will be relevant to many people's interests. If anyone wants to help with that, we could divvy-up who researches which status' damage. :)

EDIT: Overwhelming consensus from the general forum, for those of you who didn't see the thread I made there, seems to be that we should display a min-max range for each stratum in the damage tables. I strongly recommend keeping the tables as per-stratum and not going per-tier on them, however, because the min-max variance will often be far too great between the first floor of the first stratum and the last floor of the second one within a tier, and being that non-specific really wouldn't help anything.

Before we really start cranking out these tables, were there any other preferences or matters of format or style here that are up for debate, or that anyone has questions or suggestions on? It's important that we're all in agreement so that all of the weapons can wind up with the same format of table, to prevent confusion, and if we make sure we're in said agreement before we get a bunch of them made up, then it will save a lot of editing work later down the road. (But please, in the meantime, go ahead and start putting some of the tables up. :) )

EDIT 2: Oh... it is going to be difficult to map a damage chart for fire status. I'm seeing half a dozen different numbers come up with the same strength of fire within the same stratus level. It seems like every different monster type has its own resistance to it. ._.

Thu, 05/12/2011 - 20:18
#15
culture
Legacy Username
These templates are

These templates are awesome!

On my computer, the damage table cells on Graviton Bomb still have rounded corners, I'm using Google Chrome on Win 7. Might be a browser thing if they are square on your computer now? Which actually brings up a good point... usually you see grid layout with square edges because it reduces the area needed to separate the cells. Also, rounded edges on a grid cause an optimal illusion of moving circles in the vertices which makes the data more difficult to scan. So squared edges might actually be better for data presentation, I guess they are rounded now to match the game's UI. Just my opinion, in the end it doesn't make a difference :)

The title on the table "Graviton Bomb's Damage" might be redundant since we are on the Graviton Bomb page and the table is under the Damage section. But if we think that could be a point of confusion, we should definitely leave it as-is.

I've been tracking the Minor Fire from Ash and Minor Freeze from Shivermist on the SK Damage Spreadsheet. The raw data is insanely complicated. I shared my findings on Minor Fire here. Types of monster (wolver, gremlin, jelly) have a fire resistance that determines the magnitude of the fire damage tick. Some individual monsters are outliers - Ice Cube has much lower resistance than other jellies, for example. Some monsters are immune to the fire status like Red Rover and Gremlin Scorchers. Strangely the fire version of the lumber/wolver/chromalisk are all affected by fire in the same manner as their normal counterparts (thank goodness).

Not sure the best way to display this status data. Eeks said that Fiery Vaporizer's Minor Fire resulted in the same ticks as Ash. It would be nice to know if Minor Fire from Hot Edge/Searing Edge also matches up. For that matter, which vial is the same as "Minor Fire," or are vials in their own class?

I'm afraid to even start tracking poison's defense debuff, now THAT is going to be insane. >_<

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