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How This Game Actually Works.

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Mon, 10/21/2013 - 02:53
Aiden-Curry-Puff's picture
Aiden-Curry-Puff

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.

Mon, 10/21/2013 - 03:47
#1
Zeddy's picture
Zeddy

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.

Mon, 10/21/2013 - 04:22
#2
Aiden-Curry-Puff's picture
Aiden-Curry-Puff
Yay.

Sweet.

Changes will be done shortly.

However the defense section I believe you are referring to is already titled under Lockdown so without further clarification I'll leave it alone.

Mon, 10/21/2013 - 04:59
#3
Zeddy's picture
Zeddy

Alright.

According to Cradarc, the minimum defence for T2 is 42.

Mon, 10/21/2013 - 06:15
#4
Aiden-Curry-Puff's picture
Aiden-Curry-Puff
Updated.

Updated. T2 value added, thanks again Zeddy.

I also took a closer look and fixed the part you thought was misleading. I see what you meant now, but was too busy stuffing my face to notice earlier.

Mon, 10/21/2013 - 06:36
#5
Iron-Dragon-Guild's picture
Iron-Dragon-Guild
overanalyzing

...and yet with all this collected data and scientifical information, you still get killed by a Kleptolisk on the treasure vault levels.

Mon, 10/21/2013 - 07:35
#6
Lanieu's picture
Lanieu
Hahaha Iron, awesome and

Hahaha Iron, awesome and tragically truthful comment.

Mon, 10/21/2013 - 07:37
#7
Petater's picture
Petater
How I think it went down

Someone rolled dice and ad libbed probably most of the stats I presume.

Mon, 10/21/2013 - 07:47
#8
Onekone's picture
Onekone
How does game work? Well, we

How does game work? Well, we moving on 2D tiled top-down map apparently with limited height support (as there inclines and stairs and different visual heights). I'm going to assume (through, you know what they say about assuming) that our hitbox (or infinite height 3D-shape) is circle (cylinder) when interacting with enemies and rectangle (brick :/) when interacting with map.

There 3 different types of attacking people,
AOE, circle with X-radius. When dealing with blocks, it probably checks all blocks in radius on whether or not it is covered by other blocks. This could explain why Nitronome, while being flashiest bomb, can only blow up 1 layer of blocks
Melee, which is сircular sector with center on attacker, arc angled X and radius Y (which is probably why BTB/FF's range was so broken in LD)
Ranged, which is small moving circle

On attack, your strike apparently checks against whether or not enemies is in range of an attack and then checks against if module of angle between attacker and target is lower than half-arc angle. AOE and projectiles always hits. If he do, you can also check against enemy shield, which is same as basic "angle check" and invinticks, which is probably going from attacker (on timer ticks resets, on hit timer resets).

And I do remember seeing some... special... data on statuses

Mon, 10/21/2013 - 08:17
#9
Petater's picture
Petater
Server is taking 300 milliseconds to respond to a request...

Judging by how the servers have been running lately, the mice powering their generators took a break.

Mon, 10/21/2013 - 08:18
#10
Momofuku's picture
Momofuku

Isn't this better off as a Wiki article that links to the relevant nodes?

Missing things off the top of my head:

- Monster attacks that deal status inflict "damage" on your shield, which is usually significant if the shield does not resist that status type. Generally shield status resistance is more important for defending an attack than the actual damage type itself.

- Shock deals elemental damage, unlike fire. Shock raw damage is the same regardless of strength (minor, moderate, strong, etc.)

- Stun causes both players and monsters to double attack (not sure if this applies to PVP)

- UVs/stat buffs range from +1 to +6 for weapons (low, medium, high, very high, ultra, maximum), defense buffs (helm and armor) range +1 to +4 (low, medium, high, maximum).

- Immunity to Minor status requires +7, moderate status requires +9

Mon, 10/21/2013 - 08:57
#11
Poopsie's picture
Poopsie
..

"Weapon attacks have an interrupt value. This is influenced by the weapon power. Enemies have an interrupt resist value."

Interrupt is based on damage numbers actually. And the enemies has resist value based on their hp mostly. (I guess damage vs hp percentage). Ex: you able to interrupt zombie at FSC solo without damage bonus divine avenger, however you need like med damage bonus full combo to interrupt the same zombie at full party member. This is the main reason why new vog users without sword damage get hurt a lot while doing sword combo at zombies.

Also, I think there's two kinds attributives using your attack.
Has non-interrupt: first swings of swords, most of regular handgun bullets with few exception
Has interrupt ability: final swing of swords, all charge (this also counts all bomb charge, exception: normal bullets from antigua charge, and dvs swings but final swing), pulsar expanded bullets, magnus regular bullets.

There's also "built-up" interruption where a full combo (normal -> final swings) does stronger interruption than final swing only. Autogun has the strongest interruption ability, because all 15 bullets from charge counts. I can interrupt giant lichen colony using volcanic pepperbox charge, while I never really see others doing the same. (incoming new gun update would make it easier, I guess)
However, "built-down" interruption does not work, alchemer charge (charge bullets -> regular bullets even though you hit 12 regular bullets instantly at one monster, only the charge bullet would be considered as interruption factor only)
There's also "co-operate" interrupt where you could help your friend to interrupt by doing the specific attack almost together.

There's also some specific enemies move that you can interrupt with any damage (vials throws also works)
zombie's breath, wolver's bark, devilite's toss/throw moves (though you need like instant attack to interrupt it), snarbolax when stunned, scuttlebot's bullet, greaver's entire attack.

On some cases, unexpected interruption is annoying. Ex: your friend interrupt Trojan early while you are trying to lock on target, then Trojan do "hurt" animation and instantly turn its shield in front of you, nullify all your strong damage.

Mon, 10/21/2013 - 09:02
#12
Aiden-Curry-Puff's picture
Aiden-Curry-Puff
@iron lawlll. true

@iron lawlll. true dat.

@onekone seems fairly viable as a base model off the top of my head. comparatively difficult to verify however, so it's low on my priority list for updating.

@petater goddang mice labor unions. just give them the cheese already OOO!

@Momofuku Thanks, will update for shock and immunity. The rest will have to wait for now. And of course ideally it'd be a wiki article, but I don't know how to edit wikis, and it'll be easy for someone (or me if necessary) to pop through and create the structure/nodes once this is done.

@Poopsie Makes sense to me for the most part. Although I recall being able to interrupt turrets with a full flourish combo in tier 2. So the link between weapon power and interrupt capability is weird. I haven't heard of built up interruption before, nor co-op interrupt. More info from you or others would be appreciated. The health system is definitely active. The exceptions need to be fit into a cohesive system to explain it all though. I think a start would be treating individual enemy attacks as having separate interrupt factors; something you just reminded me of. I'll edit that bit at least. Thanks (:

Mon, 10/21/2013 - 09:17
#13
Exerpa's picture
Exerpa
>UVs/stat buffs range from +1

>UVs/stat buffs range from +1 to +6 for weapons
I think you mean from -6 to +6, including 0. Think plate/fallen line, Winterfest box hauling. Presumably MSI is classified as an offense bonus as well.

>There's also "built-up" interruption
Pain threshold seems to be distributed over a small period of time, which is why the pepperbox charge does it. Here is an experiment to try: Set up a 4 player team of Iron Slug users - try to shoot a normally pain resistant monster with your slugs *at the same time*. See if it flinches.

Is knockback resistance the same as mass? Does mass even exist or is there no need?

Fun fact of the day: Catalyzer has the longest normal shot of any gun.

Mon, 10/21/2013 - 09:45
#14
Onekone's picture
Onekone
It is difficult to verify,

It is difficult to verify, but to think, it as complicated, as if you introduced some new variables (sector attacks, for example) and basic trigonometry to Doom 1

Mon, 10/21/2013 - 09:54
#15
Exerpa's picture
Exerpa
More

>Has non-interrupt: most of regular handgun bullets with few exception
Valiance easily knocks down wolvers. Umbra knocks down gremlins, or at least the minis. Pretty sure all standard gun shots exhibit some level of pain, but the magnus and pulsar are notably higher than the rest.

>However, "built-down" interruption does not work, alchemer charge (charge bullets -> regular bullets even though you hit 12 regular bullets instantly at one monster, only the charge bullet would be considered as interruption factor only)
Hypothesis: The pain meter mechanism doesn't work with multiple instantaneous inputs? Might also be an issue for shard bombs?

Fun fact 2: Callahan charge shot can break an Alpha wolvers bite sequence, but Valiance can't

Mon, 10/21/2013 - 10:04
#16
Hexzyle's picture
Hexzyle
When you're this swag this world just bows at your knees

[deleted comment]

Mon, 10/21/2013 - 10:09
#17
Aiden-Curry-Puff's picture
Aiden-Curry-Puff
Huh.

Well at this point I'd say we can't conclude much about interruption.

I did some sketchy math and made a new section on heating.

Reference http://forums.spiralknights.com/en/node/91368

Mon, 10/21/2013 - 11:42
#18
Zeddy's picture
Zeddy

@Poopsie

Here's how I imagine it working:

  • 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.

Mon, 10/21/2013 - 12:27
#19
Poopsie's picture
Poopsie
..

Some enemies can be interrupted even when not attacking, such as gremlins.

Isn't it for all monsters (except the impossible one for sure >_>), though their reaction is not exaggerated like gremlins? Jelly still goes wobbly, zombie/devilite screaming pain by tilting its head (in tier 3, hardly seen zombie collapse), mecha-knight does incomplete sit animation, lumber bows a little bit, etc even though they are not attacking.

I think it's more like monsters has fixed interruption meter, however, some attacks would drop this meter into fragile one.
Though I notice something like, lunge > swipe > breath/bite in term of the difficulty to interrupt zombie.

The only impossible one that I noticed is only Vanaduke and some other mini bosses that I hardly remember (because their reduced damage ability too I guess). (by monster itself, not their attack type) I suspect it's mainly because their health meter is way beyond compared to other monsters and we can't just dish out enough damage almost instantly to take out significant percentage?

Mon, 10/21/2013 - 14:18
#20
Zeddy's picture
Zeddy

I haven't seen a Greaver get interrupted without attacking yet, but maybe I've just missed it.

Mon, 10/21/2013 - 14:31
#21
Fangel's picture
Fangel
With the new death mark ability

Could we dish out enough damage to make Vanaduke or another "impossible" enemy flinch? Lower difficulty may help due to a smaller health bar, and some science using the death mark could prove interesting.

Mon, 10/21/2013 - 14:36
#22
Klipik-Forum's picture
Klipik-Forum

dis tred hurtz mah brain.

Mon, 10/21/2013 - 20:45
#23
Aiden-Curry-Puff's picture
Aiden-Curry-Puff
Updated.

I finally got around to running the numbers again. I did it properly this time.

This is the added section--

"I redid the equation, with much more organization and somewhat more sleep. Here it is:

y=0.8499x+5.932
Correlation of 1.000

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.

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."

Notice how ridiculously specific this equation is. Obviously the numbers are not "nice numbers". Well, it's D24 not the beginning of the tier. When the other variables are present things should look better.

They'll most likely resolve into nice numbers when I have two other equations: Depth effect on power, and depth effect on enemy defense.

Tue, 10/22/2013 - 02:49
#24
Aiden-Curry-Puff's picture
Aiden-Curry-Puff
More ugly formula.

So there's something not addressed in the OP.

The following applies to Tier 3 D24 +0 DMG

When power is twice the neutral defense or more, then neutral defense is always 131 ish

When power is between 0-241

Equation is y = -0.00198 x^2 + 0.8793 x -2.576

Where y is defense and x = power.

At 241 power, defense is greater than 131. Unfortunately it then decreases in a manner that is neither linear nor quadratic as far as my graphical analysis program tells me. The pattern as a whole seems non symmetric, which implies two separate sets of data. Or a really weird formula (not quadratic or linear)

245 - 260.5 power ranges have the strange decrease. Zeddy has called this the threshold IIRC.

Tue, 10/22/2013 - 03:12
#25
Aiden-Curry-Puff's picture
Aiden-Curry-Puff
Data!

We can probably get a closer look at the power 0-241 and 245-260.5 ranges with more data. I've already covered every 5* weapon at LVL 10 D24 with +0 DMG.

What I need is data on the 4 star LVL 10 D24 equivalents of these. Raw Power, and Neutral Damage.

Combuster 1st hit.
Combuster Explosion
Divine Avenger 1st Hit
Divine Avenger Astral Blade
DVS all values.
Storm Driver Regular
Argent Peacemaker Shots
Volcanic pepperbox All Values
Valiance Shot
Graviton Vortex Detonation
Shard Bombs All values.

Ideally we'd have all the data for all the 4* weapons, but the above will definitely fall under the threshold.

Tue, 10/22/2013 - 03:20
#26
Zeddy's picture
Zeddy

I believe the formula to be quadratic, but we may be looking at it the wrong way.

Rather than thinking of the formula as manipulating all of the defence, look purely at the amount of defence left after it's absorbed half the incoming damage. So for 150 defence absorbing 200 damage, look at the 50 defence left after 100 damage has been absorbed.

Hammer charge != Flourish charge finish. Flourish finish equals the initial charge slam of Suda. Hammer corresponds to the explosion following that.

Also here's some data. I nicked most of it from Lancer Knightz. It's every non-split weapon at 0, 2, 4 and 6 damage bonus. A lot of the pure damage values are extrapolated and may be off by 1.

Tue, 10/22/2013 - 03:23
#27
Xtweeterx's picture
Xtweeterx
NYAAAAAAAAH!!!!!

Zeddy stop being so.... intelligent! >.<

Tue, 10/22/2013 - 05:33
#28
Aiden-Curry-Puff's picture
Aiden-Curry-Puff
That's an interesting

That's an interesting thought. We seem to be using different nomenclature which is a little confusing but I see what you mean.

I had a similar idea which I ran a test on. I subtracted 65.5 from all the observed resistant defense values and charted that against weapon power. It didn't seem to have any advantage against looking at all the defense at once. I can try again with all this pretty new data.

What did you extrapolate? The numbers at damage bonus, or the pure damage value for the weapon as a whole?

Ah.

I originally had flourish charge finish as 522 and 74 (448 def), and hammer charge as 522 and 81 (441 def)

For it to match every other number the hammer charge power should be about 579, which isn't an option I can find. Is the 81 wrong for D24 Hammer charge resistant damage, or is this a rounding error? What numbers should there be, I'm having difficulty interpreting your chart, sorry.

P.S. It's Heart of Ice day, D25 lost souls are available eh.
P.P.S. I reran the resistant defense vs power graph using the full data you linked. The slope is 0.8389 and intercept 9.428 which is close enough considering nothing we're working with is an actual integer. Correlation drops to 0.99999 which makes sense with all the rounding. So the fact that +0 data, +2, +4, and +6 data are all combinable in this context means DMG bonus is calculated before resistant defense. Sorry for the rambling, just needa make notes somewhere.

-Aiden

Tue, 10/22/2013 - 07:57
#29
Aiden-Curry-Puff's picture
Aiden-Curry-Puff
Um.

It seems there's a section missing. Fiends and beasts buff each other's defenses. I have no idea what determines when they do. But take a look at this.

Order: D24 Lost Soul D25 Lost Soul D25 Effective various.
Final Flourish Level 10. First, 3rd, Charge, Charge Finish.

401 415 345 333 325 310 292
461 477 407 395 387 372 354
602 622 552 540 532 *517 499
647 668 599 586 578 *563 546

So buffs of 12, then 8, then 15, then 18 with all those adding cumulatively. I think the 8 buff is separate from the other 3 since I'm fairly sure I saw it happen by itself against my DBB.

I'm so confused. Help appreciated.

Tue, 10/22/2013 - 08:11
#30
Zeddy's picture
Zeddy

I measured the damage at 0 bonus and 6 bonus, but the values for 2 and 4 are interpolated between those two.

The hammer charge is 558, see this chart. All the green values are extrapolated, but the black values were gathered.

Edit: I'm not sure what I'm looking at in your chart. Do you have a google account or anything?

Edit: Oh nevermind.

Devilite Yesmen will buff the defence of pit bosses. I assume this amount increases the more yesmen there are surrounding them.

I've not heard of any defence buff for beasts.

Tue, 10/22/2013 - 08:35
#31
Aiden-Curry-Puff's picture
Aiden-Curry-Puff
Okay. 558, 81, and 447 fit

Okay. 558, 81, and 447 fit perfectly into the line.

I'm pretty certain the beasts were getting random defense buffs too. The Yesmen thing explains a lot. Do alpha wolvers give buffs? And I swear the chromalisks and greavers were getting buffed too.

Tue, 10/22/2013 - 08:44
#32
Zeddy's picture
Zeddy

I really have no idea. Maybe yesmen buffs have some kind of radius? Fairly certain wolvers can only buff their attack power.

Tue, 10/22/2013 - 09:59
#33
Aiden-Curry-Puff's picture
Aiden-Curry-Puff
Mysterious.In other news.

Mysterious.

In other news. Some numbers.

Defense

19 Confirmed 45
20 Confirmed 49
21 Probably 54
22 Probably 57
23 Probably 62
24 Confirmed 65
25 Confirmed 70

This is all running with neutral def being double effective def. Confirmed means it's a howlitzer, "probably" means eff-neut. Enemy defense increases linearly every depth by a little more than 4. In tier 3.

Final Flourish 1st Hit Power Max DMG

295
318
342
365
389
401
415

Along stratum 5, the power seems to increase by 23.5. Then in stratum 6 it slows way down to 12~14.

Wed, 12/04/2013 - 09:28
#34
Aiden-Curry-Puff's picture
Aiden-Curry-Puff
Defense numbers added, minor

Defense numbers added, minor tweaks. AT section created by linking to Krakob's thread.

The meaning of the final flourish numbers, btw, is that it implies that depth POW calculations and ADI calculations are separate. So I'd assume ADI uses the D19 POW value.

Note on ice jelly freeze mist by Urameshiya added. No explanation for that one yet.

Wed, 12/04/2013 - 09:42
#35
Krakob's picture
Krakob
@Aiden

T3 LD takes place at D25.

Wed, 12/04/2013 - 11:53
#36
Gianor's picture
Gianor
And the war between Zeddy and Aiden-Curry-Puff begins.

You all better put on some boots, because it's gonna get deep in here.

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