Spiral Knights Mechanics.
It bothers me not knowing how things actually work. Unfortunately I’m very lazy. However there is a very impressive team of dedicated players that have done extensive testing to find things out. Since I could never locate information when I wanted, I have started compiling things for my own reference, in a phrasing, lingo, and organization that I understand. And, if you like, your reference. I’ll be editing this as I feel like it, and would appreciate feedback and criticism. And help. And please tell me if you're responsible, I'd love to credit you.
SO.
How this game actually works.
Health
Health is measured visually in pips. One pip equals 40 health. True for all tiers.
Lockdown
The following only applies to LD. All your defense values lower than a minimum are rounded up to that minimum. There are three values, according to tier.
Tier 2: 42
Tier 3: 100
Lockdown takes place on depths ???, ????, and ??????
Auto Target
No idea, don’t really care much about it either way. It’s useful situationally in PvE.
Krakob has a lot of good information here. http://forums.spiralknights.com/en/node/93931
Tiers
Speaking of tiers. On the basis of nice numbers, all calculations reference D1, D9, and D19 as their beginnings. See Zeddy’s health chart.
Weapon Power
All weapons have four base power values, for each damage type.
Many weapons share power values. Zeddy has created a chart to illustrate this.
Damage bonus affects weapon power, not damage dealt. Each stage is a 4% increase. Linear, not exponential. So Power = A (1+ 0.04B) where A is power at zero, and B is number of stages.
Damage Calculation
Damage dealt to an enemy is calculated by
Power – enemy defense = damage dealt
This process is repeated for all four damage types involved. The damage dealt is then subtracted from the enemy health value.
However power and defense both shift according to depth, so things get tricky. Damage bonus is applied foremost in the series of calculations.
Enemy Defense
All enemies have 4 defense values. One for each damage type. This value varies by tier, and increases by depth. It is decreased by poison. The “vulnerable” value is determined by the weapon power opposing it. Enemy defense increases per depth.
Enemy Defense-Resistant
The resistant defense of an enemy is determined by the opposing Weapon Power according to a linear formula. So let’s say Final Flourish and Slime. And Callahan and slime. The slime will actually have more defense against the one with a higher weapon power.
I’ve crunched out the equation before, but it was 4 AM and I don’t remember anything.
There are unresolved issues here. Maybe later tonight.
I redid the equation, with much more organization and somewhat more sleep. Here it is:
y=0.8499x+5.932
Where x is the opposing weapon power at D24, and y is the resistant defense. All numbers used at 0 damage bonus, 5* LVL 10 to avoid confusion. Now if you pop this into your equation for damage dealt e.g. DMG=POW-DEF
Then you get DMG=0.1501x - 5.932
See, there’s a multiplier on the resistant weapon power. The stronger your flourish, the more it is defended. Damage bonus is run before this calculation. The X you feed in should be the X coming out of your damage bonus calculations.
NOTE: I had two conflicting data points so I tossed them out. Flourish finish and Sudaruska/WRH charge data conflict. Supposedly they have identical raw power, but deal different resistant damage. I dunno. Issue Resolved.
Tier 3 Depth 24: 65.5 minimum. 131 neutral.
Enemy Defense-Threshold
When weapon power falls below twice the “standard” defense e.g. D24=131 strange things happen. The defense rises initially, then as power decreases, falls and falls.
Enemy Defense-Depth
It increases by depth. I’d guess by the same, non integer, amount every depth.
19-45
20-49
21-54
22-57
23-62
24-65.5 ish
25-70
Enemy Health
All enemies have a health value. This value varies by tier and also increases by depth.
As a random choice.
The health of a lumber from D1 to D7 increases by 45.80% of 80 or 36.64 per depth.
The health of a lumber from D9 to D17 increases by 16.83% of 320 or 53.856 per depth.
The health of a lumber from D19 to D28 increases by 12.74% of 900 or 114.66 per depth.
So clearly there is very definite distinction between tiers, despite the linear depth numbering system. For each tier the health increase per depth is the above percentage multiplied by the starting health at 1, 9, or 19.
On any given depth there are only 6 possible values for an enemy’s health. Except in blighted boulevard, where certain slags have strange health values.
Guns
This will probably be outdated soon. Hah who am I kidding, OOO will never release the gunner patch.
Guns are more like grenades than anything else imo. A bullet’s area of effect is greater than its area of activation.
STATUSES
Fire
Fire does not do elemental damage. Enemies have varying fire resist. When lichens combine they gain greater fire resistance.
Poison
Poison reduces all of an enemy’s defense statistics by a percentage. This percentage increases with status strength. Does not increase fire damage though, because somebody forgot to link that system properly.
Freeze
For some reason freeze jelly mist can freeze other freeze enemies, and even does thaw damage to them. -Urameshiya
Shock
Shock does elemental damage. This is thus increased by poison. The power of the shock damage is not increased by shock strength. Possibly affected by star level? When shock ticks activate knockback resistance becomes infinite.
Knockback
Weapon attacks have a knockback value. Enemies have a knockback resistance. Turrets have an infinite resistance. When shock ticks activate resistance also becomes infinite.
Interrupt
The following is Zeddy’s hypothesis.
• Enemy attacks come in three varieties: Fragile, interruptable and impossible.
• Our attacks come in three varieties: Non-impact, normal, and interruptive.
• Non-impact attacks are things like fire and drakon's flame barrier. They can't even interrupt fragile attacks like greaver swoops.
• Fragile and impossible attacks are self-explanatory. Interrupted by anything and not at all.
• When an enemy completes an attack, their interruption gets reset to 0.
• Attacking an enemy with normal attacks will add to their interruption, but it will not interrupt them.
• Interruptive attacks will interrupt an interruptible attack if the total damage preceding the attack is sufficient. This total damage can come from any source. Possibly non-impact ones, but I'm not certain about it.
• Some enemies can be interrupted even when not attacking, such as gremlins.
• Interruption probably declines over time in some manner.
The Forge
The wiki has all crystal counts needed. I pulled out the rotting remains of my statistics class and created some other numbers.
We don't need the number of crystals since it's always a multiple of the minimum.
So max is always 100
med is 80, 75, 70
and low is 40, 30, 20
It seems I lost my life so this is the relevant math.
We're looking at a binomial probability i.e. only two outcomes (succeed or fail)
Now if you're repeating the same thing over and over at the same prob level (max med low) until you succeed, you can use a geometric probability distribution to throw out the numbers you're looking for. It so happens the mean of this distribution is given by mean=1/p
Which actually makes things really, really easy.
100 = 1 expected try * 3 units = 3 units for success
80 = 1.25 expected try * 2 units = 2.5 units for success
40 = 2.5 expected try * 1 units = 2.5 units for success
100 = 1 expected try * 3 units = 3 units for success
75 = 1.33 expected try * 2 units = 2.66 units for success
30 = 3.33 expected try * 1 units = 3.33 units for success
100 = 1 expected try * 3 units = 3 units for success
70 = 1.4286 expected try * 2 units = 2.8571 units for success
20 = 5 expected try * 1 units = 5 units for success
Weird. So TL:DR theoretically the medium option is always "cheapest". However it becomes more expensive at higher levels. And the lowest option is always "most expensive" and becomes even more so more rapidly than medium.
Don't gamble.
See links for the statistics knowledge needed. *not much
General Equations
This is incomplete.
Neutral Damage Dealt to a Monster = [Tier Weapon Power]*[Weapon Depth Bonus]*[Damage Bonus Calculations] ----- [Default Enemy Defense][Enemy Def. Depth Bonus]
Effective Damage Dealt to a Monster = [Tier Weapon Power]*[Weapon Depth Bonus]*Damage Bonus Calculations] ----- [Default Enemy Defense][Enemy Def. Depth Bonus] divided by 2
Resistant Damage Dealt to a Monster = [Tier Weapon Power]*[Weapon Depth Bonus]*[Damage Bonus Calculations]*[A constant] + [Another constant]
However if overall power is less than 2*defense than a different set of equations is yanked out. Mysterious ones.
Relevant Links
Lost Soul Damage at Depth 24
https://docs.google.com/spreadsheet/ccc?key=0AkB_kx1fvrxadFNkRTB3MnExcm5...
Player damage to monsters
http://forums.spiralknights.com/en/node/78468
Monster damage to players
http://forums.spiralknights.com/en/node/79503
Bomb and Gun patch
http://forums.spiralknights.com/en/node/89924
Shared Weapon Power
http://forums.spiralknights.com/en/node/75898
Enemy Health
http://forums.spiralknights.com/en/node/77398
https://docs.google.com/spreadsheet/ccc?key=0AkB_kx1fvrxadHBuX1FPVlZpLVd...
Bash Damage
https://docs.google.com/spreadsheet/ccc?key=0AkB_kx1fvrxadHBaUFhGVUdlNWh...
Lockdown
http://forums.spiralknights.com/en/node/90606
Monster damage 79503
Relative weapon damage 89924
movemnt speed 90139
enemy health 77398
elite health is 5/4 of advanced, and normal health is 4/5 of advanced.
Battle sprite details 89471
lockdown defence 90606
status research 88615
shield science 89111
forge statistics http://forums.spiralknights.com/en/node/91368
http://math.tutorvista.com/statistics/geometric-distribution.html
http://stattrek.com/statistics/dictionary.aspx?definition=geometric_prob...
Credits to: Post if you want your name here. I’d love to post it, but I haven’t kept records and don’t feel qualified to assign credit.
A pip is 40 health for any depth.
The defence section is rather misleading. That 100 defence is only for Lockdown.
Defence in general also changes per depth, not just per tier. 65.4-ish is only true for depth 24. It's around 82 for depth 28. This defence change is also applied for a knight's armour.
Enemy health varies by depth. See the chart for enemy health by depth.
Poison reduces attack and defence by a percentage, not a numerical value. This is 20%-50% for attack power depending on poison strenght, and half that for defence.