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Weapon Damage Charts: would you prefer to see average or highest damage listed?

35 replies [Last post]
Wed, 05/11/2011 - 19:41
CrashFu
Legacy Username

Hello there, general forum. A few of us over at the Wiki forum have been secretly at work recording specific damage numbers for various weapons, and soon we will begin adding some handy-dandy damage charts to weapons' wiki pages.

No longer will you have to wonder which weapon really DOES give you the best bang for your buck, or just how much of a difference using effective damage types make.

A quick question of preference for you all, however: would you like these damage charts to list the highest damage your weapon will do within a given stratum (usually what it will be doing on the last floor) or would you rather have it list the "average" damage (usually what it will do right in the middle)?

If you are curious what these charts are going to look like, I've already started one for the Graviton Bomb: http://wiki.spiralknights.com/Graviton_Bomb

This format and visual design could still change, mind you, and of course it will be different for weapons that work differently, but you get the basic idea. Feel free to let me know what you think, and if there is anything you would change. (And for the love of all that is informational, if any code-minded people can figure out a way for me to get rid of those erroneous "{{SKCell" and "}" on the table without the entire thing ceasing to function, let me know!)

If any of you would like to help out with this damage-recording project, feel free to join us over at the Wiki section of the forums. In the mean time, let me know your vote on "average vs. highest".

Wed, 05/11/2011 - 20:21
#1
Negimasonic's picture
Negimasonic
Average. I don't see the

Average.

I don't see the point of highest since that means that's what it would do by the very end of a given tier which means by the time I hit that value, I'm already done and moving on into the next tier. Plus it may curve unrealistic expectations about damage.

But to be honest, lowest to highest ranges would be an ok trade off to me.

Wed, 05/11/2011 - 21:04
#2
Awesomest
Legacy Username
Not that I care about numbers, but

Since you're dividing the chart by stratum, I think min/max values would be lot more informative.

e.g. Graviton Bomb Stratum 1 vs. Smiles/Gremlins
Detonation: 7~7
Explosion: 29~38

with a short explanation that damage starts at the first number and slowly reaches the second as you progress further down the stratum, or something like that.

Wed, 05/11/2011 - 23:08
#3
Feynt
Legacy Username
I'd have to agree with

I'd have to agree with NegimaSonic and Awesomest. The highest value doesn't help so much because you won't do that damage until the last level. At the same time though the average doesn't help because it seems like you're incompetently recording numbers, "My sword doesn't do that low damage, it's doing X more (here at level 17, as opposed to 12 or 14)!" Providing the range lets you know "Ok, it'll start out here, but get to there at the end" and you know what to expect.

Also CrashFu, your name is familiar from another game, but I can't recall what.

Wed, 05/11/2011 - 23:43
#4
Sumomo's picture
Sumomo
Agreed with a range of

Agreed with a range of minimum and maximum. Seems best to me.

Thu, 05/12/2011 - 00:26
#5
weberto
Legacy Username
Also agreed on range of Min -

Also agreed on range of Min - Max, that gives the best info without having too many numbers per stratum

Thu, 05/12/2011 - 01:08
#6
Fenix-Stryk's picture
Fenix-Stryk
Min-Max sounds like the best

Min-Max sounds like the best way to go. It works in other MMOs and solves the stratum/depth issue.

Thu, 05/12/2011 - 01:57
#7
RapBreon
Legacy Username
Vote for Min-Max

Min-Max also lets you work out the average yourself as well.

Thu, 05/12/2011 - 05:58
#8
Negimasonic's picture
Negimasonic
It could also make things

It could also make things easier for testers who have energy to spare.Get to the last depth and just invite your wiki weapon tester to let them record weapon damage, send them back to haven, allow them to switch out, and invite them again. Be careful not to clear the whole level otherwise you will have to walk back again. But it'd save a little time. (though you wouldn't be able to test against every creature like this, at least you'd have guaranteed max values on whatever creatures inhabit that last depth).

You guys working at level 10 weapons or level 1? Probably won't make the largest difference but I was just wondering.

Thu, 05/12/2011 - 06:11
#9
Gigafreak
Legacy Username
Average damage doesn't work

Average damage doesn't work so well in Tier 2, which has an even number of floors in each stratum.

Min and Max would be better.

Are the damage numbers recorded at Lv1 or Lv10?

Thu, 05/12/2011 - 06:12
#10
JSench
Legacy Username
Fixed the damage table for you.

I fixed the damage table for you. It no longer has a random "{{SKCell" in the title, or a "}}" in the bottom right. It was showing up that way because the first damage row was missing values for the last 3 columns. The code was:
{{SKDamageRow|Detonation|7|6|6}}
instead of:
{{SKDamageRow|Detonation|7|6|6|?|?|?}}

Nice work so far. I think this is a great idea!

Thu, 05/12/2011 - 08:34
#11
culture
Legacy Username
Level 10

The damage numbers should be on level 10 weapons. I'm guessing a 5* Level 1 weapon starts off just above where a 4* Level 10 weapon ends, need more data to confirm though. So Level 10 damage numbers are needed to demonstrate the full potential of the weapon.

Remember the reason why we want damage numbers - to make informed decisions about weapon performance. When deciding upon a weapon there are many attribute to consider including aesthetics, swing style, weapon speed, mobility, and you also have damage potential. The latter is something we don't know a lot about except that the bars cannot be trusted.

In terms of what numbers are useful to track on the wiki, here are charts to give you an idea of the scaling of damage numbers...

Khorovod 4* Chart
Divine Avenger 5* vs Construct/Undead Chart

The values progress linearly within a Tier until the weapon reaches its intended strata. In the case of Khorovod, it is 4* and thus doesn't receive additional damage in the last strata. In the same manner, the damage increase of the DA has a higher slope in strata 5 than 6. This is probably due to a combination of the weapon nerfing based on depth and the increasing defense of monsters.

Edit: It just occurred to me, if we wanted to minimize the number of numbers, we could just have min-max per tier then mention which tier the weapon's damage maxes out. So...
Khorovod Hit 1: T1 43 - 64 T2 104-115 T3 169-229 Rated through Strata 5
DA vs Const/Undead Hit 1: T1 48-66 T2 128-144 T3 229-328 Rated through Strata 6

Half the numbers, but still lets you know when it maxes out.

Thu, 05/12/2011 - 13:48
#12
culture
Legacy Username
Got some more data points,

Got some more data points, the DA also does no further damage on hit 1 against neutral once in the last strata. The damage to slime/fiend tops out at 241 at depth 24 and goes down from there. Against its strength constructs/undead though, it gains 17 hit points (approx 4.5% increase). The elemental weakness must offset the increasing defense slightly for those types. You can compare that to a 25% increase in the prior stratum.

Thu, 05/12/2011 - 15:15
#13
Velcro's picture
Velcro
Damage Bars

Could it not be that players say "Not to trust the damage bars" because they're assuming they work linearly?

For instance, could it not be that a 3/4 full bar does e^(3/4) damage more than an empty bar? Though this would probably require some sort of base damage.

Once damage data is collected I would be more than happy to analyze it and see if there is any identifiable trends in the damage bars.

Do note, that this would require less data collection. We would keep the damage type the same, and solely from one source at first to make it simple. Attack speed is irrelevant for damage per hit purposes. Thus we'd only need the values of damage of say, a 1/4 full, 1/2 full, 3/4 full and full bar weapons on ONE kind of creature within the same depth. It might be interesting as well to see the damage from 'almost' equal damage bars of the same type on the same target. If this value differs by much then we really have a complicated situation but intuition tells me this shouldn't be the case.

Furthermore, as has been stated other places, the damage also depends on the depth, but identifiable trends should be able to be found if we keep the depth the same. And once we have a model for damage bar to damage on a fixed depth we can transfer that to other depths fairly easily.

Thu, 05/12/2011 - 15:32
#14
Senshi
Legacy Username
Damage bars...

Damage bars seem to vary from weapon to weapon, as well as being non-linear within a weapon.
With enough data, perhaps it will turn out that there are only light-medium-heavy weapons in each category, or something like that, but at the moment all we can say is that weapons cannot be compared to each other by damage bars, even within a category, and certainly not between categories.

Thu, 05/12/2011 - 15:49
#15
Feynt
Legacy Username
@GeminiDreams Once damage

@GeminiDreams
Once damage data is collected I would be more than happy to analyze it and see if there is any identifiable trends in the damage bars.

I'm willing to bet good CE that the data will reveal the bars track BS levels. >D

I mean, yeah, a faust is stronger than a wrench wand. The bars hold true for that. But if you put two equal barred weapons head to head you'll get sometimes vastly different damage results. It's possible that the bars are a DPS rating though which would make sense why a dread venom striker would be even remotely close to a leviathan blade despite them doing vastly different amounts of damage per hit.

Thu, 05/12/2011 - 15:56
#16
CrashFu
Legacy Username
@ Feynt : Did you know me

@ Feynt : Did you know me from Champions Online? It could have been dozens of other places, though. I've kept this name all across the internet, and except for one poser on yahoo, I'm pretty sure I'm the only CrashFu. It's always nice when people recognize me. ;)

@ Everyone: Okay, so it seems pretty unanimous that I and the other people working on these tables should go with a min-max spread. Some other specifics:

We will indeed be using weapons at their fully complete 10 heat level. Anything less than that is temporary and should never be used to judge how good a weapon is. Plus, it would be really hard to record any decent data for the first few heat levels anyways, since you usually pass over those in the heat you collect in a single dungeon floor.

I for one think we should definitely keep the charts arranged by Strata level, as the first one is set right now. Arranging them by entire dungeon tiers would not be ideal because there'd be far too great a range of difference from the first floor of the tier to the last, especially since the values tend to jump up a good deal from one end of the mid-way point to the beginning of the next stratum in the other. I also wouldn't want to arrange the tables by individual floor both because the chart would be ENORMOUS and I don't really feel it's necessary to get THAT specific in the damage (with most weapons, the variance from a single floor to the next is maybe a point or two)

All data collected will be using weapons that do not have UVs (not ones that affect the type of data being recorded, at any rate) and while not wearing armor that would affect it either. The exception are weapons that have inherent UVs like the Wrench Wand, but in those cases the family of monster they get the bonus against will be listed as a separate category. The damage recorded is also in regards to normal enemies found on those floors; we aren't counting enemies in challenge rooms (which in general seem to take noticeably less damage) and we aren't counting bosses, though if there is enough request for it we MAY add in damage-vs-bosses as it's own category. So for example a given weapon might have the categories of "versus beasts and constructs" "versus fiends and undead" "versus jellies and gremlins" "versus royal jelly" and "versus vanaduke".

P.S. Thank you to the ones who helped fix the issues I was having with the tables themselves. The new tables are on a template and all clean and organized and easy to use. Hurray! :)

Thu, 05/12/2011 - 16:07
#17
Feynt
Legacy Username
Definitely Champions Online.

Definitely Champions Online. I was the guy with the lion with the growth complex, exploiting all the bugs to make a character that could get to 4 times the size of the tallest average enemy. >D

I agree that the numbers should be per strata rather than across the whole dungeon stretch. The data you've got now seems to hold this as important fact. I thought it'd be nice if there were a graph too the way culture presented it, though I'd want some way to automate the graph output process rather than forcing someone to draw graphs by hand and trusting that it would remain consistent between two people (or even two graphs from the same person).

Thu, 05/12/2011 - 19:34
#18
RapBreon
Legacy Username
I agree with CrashFu's model,

I agree with CrashFu's model, that seems to be the best balance between specifics and do-ability. Also how are charge attacks going to be handled?

Anyway hit me up if you need some help testing some weapons, I have a level 10 Combuster, Sentenza, Cryo Driver and Faust. (IGN: Rapbreon)

Thu, 05/12/2011 - 20:21
#19
CrashFu
Legacy Username
Each different type of attack

Each different type of attack a given weapon does will be listed separately. So for a lot of the swords there'll be like, "first and second hit" "third hit" and "charge attack", with damage listed for all of them.

If you'd like to help, with those level 10 weapons, you could go through the dungeons and use a piece of paper or something to record the damage you're doing on each floor. Make sure to record it for the different hits, charge attacks, etc., and separately for any groups of monsters the weapon will do different amounts of damage against. Don't worry about damage from status effects. :)

You could probably make one of the tables yourself, really. The template that was recently created just for this is pretty easy to implement.

Thu, 05/12/2011 - 23:16
#20
Negimasonic's picture
Negimasonic
mm, well if we're trying to

mm, well if we're trying to get min max values, is there a point to recording every floor? First and last of every stratum should be good enough :o

Fri, 05/13/2011 - 02:25
#21
Kaybol
Legacy Username
@RapBreon

Editing the wiki is as easy as editing your post on this forum. :) And it has a preview function just like here, so you can see if you'd make the universe implode before you actually do so.

Fri, 05/13/2011 - 06:51
#22
Gigafreak
Legacy Username
"Could it not be that players

"Could it not be that players say "Not to trust the damage bars" because they're assuming they work linearly?"

No, it's pretty widely known that it's an exponential scale, and that bars can overflow.

The bars are simply inconsistent.

Compare the maximum power level of the Leviathan Blade... http://wiki.spiralknights.com/Leviathan_Blade
...Versus that of the Cold Iron Vanquisher. http://wiki.spiralknights.com/Cold_Iron_Vanquisher

The Leviathan's maximum power is actually listed as being LESS than the Vanquisher, but it deals significantly MORE damage per hit on anything that's not Undead (and almost exactly the same damage on anything that IS Undead).

They're both at the same star rating (5-star), and from the same series of swords (Calibur), so you'd think the bars would be consistent just this once. They're not. The bars simply can't be counted on as anything more than a loose estimate.

Fri, 05/13/2011 - 11:25
#23
Velcro's picture
Velcro
@Gigafreak

This makes me believe a previous poster's idea that the bars work as a dps indicator instead of a damage per hit indicator.

If this is the case, however, the data we're collecting thus far will not reveal the link since we're recording damage per hit. Has anyone tried to record much data on damage per second? I realize this would be more difficult than damage per hit however.

Edit:

I have a hard time believing that the bars are inconsistent because it would be so easy to show them correctly and I don't see what Spiral Knights gains from possibly displaying them incorrectly. Imo they are not inconsistent we just don't know in what way we have to look at them for them to be consistent.

Fri, 05/13/2011 - 12:18
#24
Feynt
Legacy Username
There is a group who's doing

There is a group who's doing DPS work apparently. At any rate you should be able to extrapolate the number of swings over 10 seconds out to a minute and then apply these damage numbers to calculate DPS ranges for particular strata. It's possible that the weapons would equate to their bars at that point (if we can establish a maximum damage to compare against) but the issue is you will never achieve that DPS unless you can keep attacking. You rarely do though, most people only swing once or twice dependent on the weapon.

Fri, 05/13/2011 - 12:28
#25
Magnus
Legacy Username
Min-Max. Also, fancy

Min-Max.

Also, fancy work.

Now, if we could somehow do this for shields.

Fri, 05/13/2011 - 12:33
#26
Gigafreak
Legacy Username
"This makes me believe a

"This makes me believe a previous poster's idea that the bars work as a dps indicator instead of a damage per hit indicator."

Then it's still inconsistent, because the Cold Iron Vanquisher has the same three-hit combo, same swing speed and same style of charge attack as the Leviathan Blade. (Far as I can tell, the only difference aside from attack damage is that the Vanquisher's charged attack has far less knock-back, leaving the player much more open to retaliation.)

The bars are simply incorrect.

Fri, 05/13/2011 - 12:45
#27
Velcro's picture
Velcro
@Gigafreak

Then perhaps it takes into consideration their charge attack damage or dps too?

All I'm saying is that I don't believe that the creators would purposely design the bars as inconsistent. Though it might be a software glitch or just something they did wrong maybe.

Fri, 05/13/2011 - 13:00
#28
Gigafreak
Legacy Username
The designers are only human.

The designers are only human. They can make mistakes. (If you were wondering, the Vanquisher's charge attack is weaker too. And they both deal the same number of hits-- up to 3 hits on a cornered target.) It's currently suspected that the attack power ratings were assigned by hand rather than by actual in-game statistics.

Plus if it was by damage per second, the Autogun series should have a much better damage rating.

Fri, 05/13/2011 - 14:28
#29
Tive's picture
Tive
Here's what I want to

Here's what I want to see:

max Normal swing damage.

While In dungeon:
max NSD*multiplier=current NSD

edit: when damage is capped in a weird way (like 5* weapons in t2 will do the same damage regardless of level) then I'd like to see "max base damage for t2" or something instead. while in such a dungeon.

Sat, 05/14/2011 - 08:33
#30
bodines1
Legacy Username
Chart enemy types

Nvm

Sat, 05/14/2011 - 10:37
#31
Stardrinker
Legacy Username
Could it not be that players

    Could it not be that players say "Not to trust the damage bars" because they're assuming they work linearly?

Like I said in a different thread, I don't believe the bars work that way. I think it's just that the devs got lazy and used a static bar image on the weapons tooltip which they're supposed to update every time they decide to change the weapon stats (but haven't), instead of using a bar whose size scales with the number that represents the swords power.

Why do I think this? K.I.S.S rule.

Sat, 05/14/2011 - 10:57
#32
Circled
Legacy Username
How can I contribute to this?

How can I contribute to this? I got alot of 5* weapons at level 10...

Sat, 05/14/2011 - 10:57
#33
Feynt
Legacy Username
Except the KISS rule would be

Except the KISS rule would be a good advocate for programmatically generating bars.

It's less time consuming on the back end of things to write one routine to make a bar than it is to draw custom bars for every item. There are 52 swords alone, and generating those bars by hand would take anywhere from 30 seconds (assuming filters and templates are already set up) to 2 minutes (drawing the bars and their dividers by hand, and adding icons for damage types) per weapon. I'd rather spend half an hour writing a routine to draw bars so that all you have to do is change numbers for the weapon's stats and it is reflected instantly.

Sat, 05/14/2011 - 13:29
#34
Stardrinker
Legacy Username
Except the KISS rule would be
    Except the KISS rule would be a good advocate for programmatically generating bars.
    It's less time consuming on the back end of things to write one routine to make a bar than it is to draw custom bars for every item. There are 52 swords alone, and generating those bars by hand would take anywhere from 30 seconds (assuming filters and templates are already set up) to 2 minutes (drawing the bars and their dividers by hand, and adding icons for damage types) per weapon. I'd rather spend half an hour writing a routine to draw bars so that all you have to do is change numbers for the weapon's stats and it is reflected instantly.

Huh? The KISS rule was in regards to linear bars instead of logarithmic bars. Had nothing to do with whether the bar length is dynamic or static.

And no. Static images are easier than making a dynamic bar. Almost anyone can make a bar picture in a paint program. Not everyone can create code for a dynamic bar that scales to a number. Just because something saves time in the long run doesn't mean creating that is easier or more simple to do.

Sat, 05/14/2011 - 13:56
#35
culture
Legacy Username
@Circled you can input the

@Circled you can input the data directly into the wiki. Alternatively, add your data to the damage spreadsheet which will later be copied into the wiki. http://tinyurl.com/skdmg

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