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How Damage Works in Spiral Knights

4 replies [Last post]
Sat, 11/10/2012 - 22:16
Mayaura's picture
Mayaura

There are two groups of damage types in Spiral Knights. The first group is the 4 primary types of damage that both weapons and monsters can cause: 1) normal, 2) pierce, 3) elemental, and 4) shadow. Weapons, monsters, and the environment can inflict and additional 6 forms of status effect: 1) fire, 2) freeze, 3) shock, 4) poison, 5) stun), and 6) curse. (http://wiki.spiralknights.com/Status_effect)

Helmets, armors, and shields usually offer defense against 2 of the 4 primary kinds of damage and may offer resistance to 1 or more of the status effects that will shorten the amount of time the damage harms you.

In Tier 1, all damage is normal. In Tier 2 it is split 50/50 between normal and one other kind. In Tier 3, normal defense becomes less important and some of the specialty armors such as the Dragon line become more useful.

There are 6 types of monsters with several “species” within each type: 1) construct, 2) gremlin, 3) undead, 4) fiend, 5) beast, 6) slime. There are 3 different ways we can categorize them into 3 groups of 2 each.

1. By the kind of damage they do:
(nearly all monsters do at least some normal damge plus one of the following)
elemental – construct & gremlin
shadow – undead & fiend
pierce – beast & slime

2. By the kind of damage they are weak to:
elemental – construct & undead
shadow - gremlin & slime
pierce – fiend & beast

3. By the kind of damage they are resistant to:
elemental - gremlin & beast
shadow - undead & fiend
pierce – construct & slime

(For more detailed information on this, see - http://wiki.spiralknights.com/Damage)

Not only monsters but also the environment can cause 1 of the 6 kinds of status effect. The monsters screen above the lift will inform you of which monsters you will mainly (but not exclusively) encounter, as well as what environment the level is. The name of the level that appears as you descend and the music upon arrival will provide further clues.

Most weapons inflict normal damage plus 1 more of the other 3 primary kinds of damage. Some weapons can additionally inflict 1 of the 6 kinds of status effect. Unique Variant can also increase damage ability.

(For more detailed information on this, see - http://wiki.spiralknights.com/Abilities

Familiarity with the above information on damages will greatly increase your prowess and effectiveness as a Spiral Knight. Furthermore, as your arsenal grows, you will be able to set up Loadouts of appropriate gear for each kind of level. This will allow you to quickly change your entire gear on the loadout pad at the beginning of the level or boss mission, and engage the enemies more confidently and powerfully.

Sun, 11/11/2012 - 08:12
#1
Bopp's picture
Bopp
please don't cross-post

You posted this thread in both Arsenal and New Recruits. Please just post it once.

This guide is being critiqued and improved in the Arsenal forum version: http://forums.spiralknights.com/en/node/68146. The idea of a guide like this is good, but until Mawashimono polishes it up a bit, I do not recommend it to new players.

Sun, 11/11/2012 - 15:42
#2
Mayaura's picture
Mayaura
edited

I've edited the terminology to be more consistent with Wiki. I've taken out the specific ability information and just left a link instead, as well as links to the other relevant Wiki pages.

I get asked questions related to this topic fairly often, so I wanted to put something like this all in one place in a concise hopefully easy-to-understand and helpful format.

Sun, 11/11/2012 - 15:41
#3
Bopp's picture
Bopp
I agree that it would be valuable

I agree that something like this would be valuable. Keep working on it. Some details can still be improved. For example, even in Tier 3, there is tons of normal damage. The Vanaduke fight, in particular, is huge amounts of normal. So don't advise people to get a lot of non-normal armor such as Dragon Scale.

Mon, 11/12/2012 - 12:24
#4
Aureate's picture
Aureate
Processing Thoughts of You Always

You may want to

  • amend the bit about specialist damage, or people will get the wrong idea - in tier 3, due to the increased prevalence of pure specialised damage, certain speciality armours may become more useful in specific circumstances (Dragon Scale in C42 or Radiant Silvermail in UGWW), but some normal defence is still generally desirable for most circumstances.
  • mention that floor traps are also capable of inflicting direct damage as well - for example, a spike trap will deal some combination of piercing and normal (dependent on tier). Shadowfire floor tiles are also capable of inflicting elemental damage in addition to their fire status, and I'm pretty sure that all status traps inflict elemental in addition to their status, so even complete immunity does not let you walk over an active floor trap without taking some punishment
  • point out that curse infliction by enemies is extremely rare - outside of UFSC, only t2 and t3 Phantoms (found in graveyards), Carnavarons (apparently found extremely rarely in CSK, although I have never seen them there), and Cursed Deadnaughts (apparently found in LoA, although I have never been cursed by them and they are visually identical to standard Slag Guards) have the ability to inflict curse, and no traps can inflict curse
  • add that Stun is not inflicted by traps, outside of ones in specific PvP maps such as Downtown

You might also want to sort some of that stuff into a numbered list eventually, as well as bolding important parts of the text and subtitles (eg damage dealt, damage resistance, damage weakness). It would make things a bit easier to find. Your guide is otherwise pretty good, though.

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