Difference between revisions of "Abilities"

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Bonuses are additive: two Lows will equal Medium, and one Medium and High will combine to Ultra. Bonuses appear to cap at 6 (Maximum!). On armors and shields, unique variants can go up to a Maximum! (6) rating, although Ultra (5) cannot be obtained as a unique variant. For weapons, the highest unique variant obtainable is Very High (4), although coupled with other unique variants they may reach Maximum! (6)
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Bonuses are additive: two Lows will equal Medium, and one Medium and High will combine to Ultra. Bonuses appear to cap at 6 (Maximum!). For weapons, the highest unique variant obtainable is Very High (4), although coupled with other unique variants they may reach Maximum! (6)
  
 
All types of damage bonuses at a given rating give equivalent bonus to that type of damage. For example a "Sword Damage Bonus: Medium" does the same damage as "Damage Bonus vs Slimes: Medium" when attacking a jelly cube, with everything else equivalent. This means that the sword damage bonus is more useful because it applies to more enemies.
 
All types of damage bonuses at a given rating give equivalent bonus to that type of damage. For example a "Sword Damage Bonus: Medium" does the same damage as "Damage Bonus vs Slimes: Medium" when attacking a jelly cube, with everything else equivalent. This means that the sword damage bonus is more useful because it applies to more enemies.
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Unique variants on shields and armor increase defense or status resistance.  While these UVs look much like weapon UVs, it is important to note that increased defense or resistance '''are NOT "abilities"'''; if you mouse-over the icons at the bottom of your knight's character window, you'll see that abilities like "increased attack speed" get their own line entries reflecting your cumulative total, but increased defense or resistance simply display as longer stat bars.  These UVs can be "low", "medium", "high", or "maximum", but it is suspected that they do not follow the same rating scale as abilities (it's likely that "maximum" equates to 4 points, rather than 6), and there is no reason to assume you couldn't fully benefit from "maximum" UVs to the same stat on both your armor and helmet.
  
 
== Damage Bonus vs <family> ==
 
== Damage Bonus vs <family> ==

Revision as of 08:32, 31 October 2011

Normal abilities are shown in blue and unique variant abilities are shown in yellow with a star.

Various equipment will have added abilities beyond their stats. They are shown in small boxes in the equipment information under the stat bars.

Known Abilities

  • Attack speed decrease or increase; Might be weapon-specific on certain equipment
  • Chance of inflicting status effects (curse, fire, freeze, poison, shock, sleep, stun) - while generally directed toward monsters, some weapons can inflict status effects on the knight using the equipment. Additionally, a few weapons can only inflict the specific status effect with Charge attacks.
  • Charge time reduction - this can either be for the weapon itself or in a piece of gear, a reduction can be directed toward certain types of weapons (i.e. Bomb Charge Time Reduction)
  • Damage bonus vs. (construct, gremlin, fiend, beast, undead, slime)
  • Damage penalty vs. (construct, gremlin, fiend, beast, undead, slime)
  • Health bonus
  • Weapon-specific damage bonus
  • Movement speed decrease or increase

Ratings

Abilities use only a descriptive word for rating. Unique variants and certain stats such as Attack Speed use these modifiers to determine bonuses given. Below is a list of ability ratings and the amount of "boosts" each descriptor gives.

Rating Total Boosts
Low 1
Medium 2
High 3
Very High 4
Ultra 5
Maximum! 6

Bonuses are additive: two Lows will equal Medium, and one Medium and High will combine to Ultra. Bonuses appear to cap at 6 (Maximum!). For weapons, the highest unique variant obtainable is Very High (4), although coupled with other unique variants they may reach Maximum! (6)

All types of damage bonuses at a given rating give equivalent bonus to that type of damage. For example a "Sword Damage Bonus: Medium" does the same damage as "Damage Bonus vs Slimes: Medium" when attacking a jelly cube, with everything else equivalent. This means that the sword damage bonus is more useful because it applies to more enemies.

Unique variants on shields and armor increase defense or status resistance. While these UVs look much like weapon UVs, it is important to note that increased defense or resistance are NOT "abilities"; if you mouse-over the icons at the bottom of your knight's character window, you'll see that abilities like "increased attack speed" get their own line entries reflecting your cumulative total, but increased defense or resistance simply display as longer stat bars. These UVs can be "low", "medium", "high", or "maximum", but it is suspected that they do not follow the same rating scale as abilities (it's likely that "maximum" equates to 4 points, rather than 6), and there is no reason to assume you couldn't fully benefit from "maximum" UVs to the same stat on both your armor and helmet.

Damage Bonus vs <family>

Each tier of bonus adds an average of 7% extra damage against the said enemy family.[1] This bonus works on bosses.

Increased Attack Speed

Conclusions pending. Some testing information can be found here [2]

Charge Time Reduction

Each tier of bonus seems to add an average of 7.5% less charge time, based on the initial charge time of the weapon.[3]

Increased <status> Resistance

For self-inflicted curse, see curse. Further conclusions pending. Some testing information can be found here [4]

Increased <damage type> Resistance

Conclusions pending. Some testing information can be found here [5]

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