Can we change the Healing "Attacks" Section to just Healing? The "Attacks" seems sarcastic and unnecessary. Also, does anyone know how to make the "Sources of each damage" tables not reset your browser back to the top of the page whenever you open or close them? --Softspoken 02:37, 20 April 2011 (UTC)
- I see no harm in changing it to simply "healing" or "healing abilities". As for the collapsible tables, that seems to be an issue with MediaWiki: same problem and a solution here. An administrator would have to step in to fix it. Maget 04:30, 20 April 2011 (UTC)
- I replaced the collapsable tables with showhide boxes, that use different js code and avoid the jumping to the top. --Alfwyn 12:37, 20 April 2011 (UTC)
Currently the damage tables seem to downplay the role of normal damage - almost suggesting that if you were to have armor that covers piercing, elemental, and shadow with no normal you would be covered against all attacks. When it seems in actuallity without explicit normal defense a normal attack would go right through to your health. I suggest updating the table to show all monster types as being neutral to normal damage (as well as their particular type) and show Gremlins, Constructs, and Jellies as doing Normal damage along with their type.
- Do Gremlins, Constructs, and Jellies do normal damage more than other monster types? The page currently states that all monsters deal only normal damage in tier 1 and a portion of normal damage in tier 2, though this is hidden inside the "sources of normal damage" expandable pane. I've assumed that means that all monsters do purely their class damage type in tier 3, though I haven't gotten that far to check yet. --Antistone 10:17, 21 August 2011 (UTC)
- Even Tier 3 Gremlins do mostly normal damage, actually, the exceptions being the Demo's bombs and the Scorcher's attacks, which are fire elemental. Constructs do mostly elemental damage, the exceptions being the melee attacks of some constructs. (Some are also dual type.) Jelly can do a mix of normal, elemental, and piercing. Undead and Fiends do shadow damage but most can do elemental or combination damage as well. Finally, Beasts all do piercing, but some have an elemental component as well.
- In summary, though the damage types were set down early on in Spiral history, they are no longer useful classifications. What might work better is specifying what types of damage monsters will never do. Eg, Construct/Beast/Gremlin/Jelly won't ever do shadow damage, and Construct/Gremlin/Undead/Fiend won't do piercing damage. --Acru 01:05, 23 August 2011 (UTC)
- Something which isn't clear to me: how does normal defense work? All monsters have equal normal defense. Does that mean a player with all normal defense stats (e.g. Plate Shield, Vitasuit Plus, Plate Helm) will block all damage types equally or only normal damage? This page doesn't make it clear. --Hydraxan14 10:37, 28 September 2011 (I Don't Remember What Timezone And I'm Too Lazy To Check)
- Normal defense blocks only normal damage. Just tested it versus a retrode's beam, which deals all elemental damage in tier 3. Went in once with just the starting gear, then again with extra normal defense. Took 6.5 bars of damage both times. Alphappyalt 02:41, 30 December 2011 (UTC)
Can we be more quantitative?
In looking at the page today, I noticed that there are no solid numbers explaining what "resistant to" or "weak against" really means in terms of damage. Likewise, there's no numbers for "low/medium/high" bonus damage. If we could quantify these things, it would go a long way towards helping people decide what weapons to use, or what unique variants are worthwhile. --Pauling 02:48, 29 April 2011 (UTC)
- Feel free to spearhead the effort. Just make sure the comparison numbers are at the exact same depth. --Equinox 12:12, 29 April 2011 (UTC)
- I've been doing some testing. Preliminary results show resistance means 30% damage and weakness means 166% damage, where 100% is normal or no resistance/weakness. These results were from depth 20-24, with level 10 4-star weapons. --Acru 09:18, 21 August 2011 (UTC)
Would it be worthwhile to maintain a list of player sources of each damage type? If I see that Beasts are vulnerable to piercing, clicking that brings me here. It'd be neat to see a list of weapons that do piercing. --FlashbackJon 17:13, 30 April 2011 (UTC)
- This is rather old, but who would stop me from going ahead and editing in weapons that deal each type of damage? --Yoccm 12:47, 5th October 2012 (-5:00 UTC)
"Piercing damage originates from attacks designed to bypass armor." Is this explicitly canon? That it deals reduced damage to mechanical (i.e. armor) and bonus to beast and fiend (i.e. flesh), it seems rather suspect. Considering the Flourish items, it seems much more likely that "piercing" refers more to "stabbing" than "penetration".
- I always figured the reason constructs and jellies were resistant to it was not because their armor is particularly tough, but because they simply lack the fleshy organs to pierce and can't bleed. It does bypass "normal" knight armor, but I don't know that it explicitly says that anywhere in the game. Jimbo Jambo 02:47, 24 October 2011 (UTC)
Only Normal in Tier 1
This page states that all monsters deal only normal damage in tier 1. It also states that a yellow circle around an enemy telegraphs a piercing attack. I've seen yellow circles in tier 1, so it seems this page is incorrect (or at least misleading) in SOME particular. Anyone know which? --Antistone 10:19, 21 August 2011 (UTC)
- If you were in a danger room, it's quite possible you encountered some tier 2 enemies there. --Podiatrist 04:58, 14 October 2011 (UTC)
- Enemies that are supposed to do special damage still have colored circles, but the damage that you actually take from the attack will be normal, as shown by the red damage bars. The page is correct, it is the game that is misleading. Jimbo Jambo 14:52, 18 October 2011 (UTC).
um I don't know if this has been covered already, but in fsc when a slag does it's "slash" attack and one time it takes away 6 bars of health then when it does the same attack again it takes 1 bar of damage , ihad the same gear the whole time. The bars on the ground that fall when u get hit look the same both times. Is this just the way the game works? user:joshmara
- I've noticed that on random occasion, if your health is already low, attacks will do less damage. The only reliably repeatable instance of this I have found so far is at the RJP, where against a character with starting gear and 5 bars of health, the first attack from a jelly cube on D16 will do 4 bars of damage. The same character in the same gear sometimes takes only 3 bars of damage when at 4 bars of health. Alphappyalt 02:15, 30 December 2011 (UTC)
After testing out in the advanced training hall, I noticed that I consistently took three hits before taking a half-pip of damage from spike traps. Is this a counter external to health, or is damage based on sixths of pips, not quarters? Does anyone know?
- The game seems to track health behind-the-scenes with higher precision than anything displayed in the UI. Also, defense seems to generally give a flat reduction in the amount of damage taken, but it isn't known what happens when you get damage very close to zero. --Antistone 05:27, 3 February 2012 (UTC)
It would be great if someone could explain damage bonus and how it works for each type: +1 = low value +2 = medium " +3 = High " +4 = V.High " +5 = Ultra " +6 = Maximum " For example, +3 does x% more damage. Add it to the page, thanks. —Preceding unsigned comment added by Modularfish (talk • contribs) . Please sign your posts with ~~~~
- It's approximately 7% per rank; see Abilities#Other_Offensive_Abilities. Don't forget to sign your talk page comments with ~~~~. Alphappyalt 04:47, 8 April 2012 (UTC)
The symbols on the ground right before monsters attack seem to have their color depending on the damage type of the attack. Normal = red, elemental = green, piercing = yellow, shadow = purple, and healing = white. I think this should be added somewhere on the page. ~~~~Snarbylord 11:07, 1 August 2015 (UTC)