Difference between revisions of "User:Jdavis/Swords"

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(The Basics: estimates of brandishes based on Glacius and wiki data)
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==The Basics==
 
==The Basics==
  
If you haven't already done so, read my wiki page on [[User:Jdavis | damage]], or the general wiki page on [[damage]]. Damage type is the single most important consideration in choosing a sword (or handgun). In short, normal damage is general-purpose, because no monster resists it, but you would rather carry non-normal damages, to exploit monsters' vulnerabilities. If you're into swords, then you want to own a piercing sword, an elemental sword, and a shadow sword. If you have three weapon slots, then carry all three by default; if you have only two weapon slots, then carry the two that seem most relevant, based on the gate map for the stratum you're entering.
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If you haven't already done so, read the wiki page on [[damage]] (or [[User:Jdavis | my version]]) to learn the vulnerabilities and resistances of the six monster families. This is the single most important consideration in choosing a sword (or handgun). In short, normal damage is general-purpose, because no monster resists it, but you would rather carry non-normal damages, to exploit monsters' vulnerabilities. If you're into swords, then you want to own a piercing sword, an elemental sword, and a shadow sword. If you have three weapon slots, then carry all three by default; if you have only two weapon slots, then carry the two that seem most relevant, based on the gate map for the stratum you're entering.
  
Of course, there are considerations other than damage type: speed, reach, knockback, status effects, etc. The fact that different swords can actually ''feel'' different to the player is a charming feature of ''Spiral Knights'', and every player who is into swords should try a variety of feels. In my opinion, you should not restrict yourself to only one feel. After some practice, any sword feel becomes comfortable. I regularly carry swords of different feels, and have no trouble switching among them in battle.
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Of course, there are considerations other than damage type: speed, reach, knockback, status effects, etc. The fact that different swords can actually ''feel'' different to the player is a charming feature of ''Spiral Knights'', and every player who is into swords should try a variety of feels. In my opinion, you should not restrict yourself to only one feel. After some practice, any sword becomes comfortable. I regularly carry swords of different feels, and have no trouble switching among them in battle.
  
 
Here is a summary of all of the 5-star swords.
 
Here is a summary of all of the 5-star swords.
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{{User:Jdavis/end}}
 
{{User:Jdavis/end}}
  
Damage is not the only consideration in choosing a sword, and damage per second (DPS) is not the only consideration in assessing a sword's damage, but DPS is worth considering. So here is a summary of the DPS of 5-star swords. These numbers were computed by (A) running experiments to measure the number of combos per minute (using ASI Medium), (B) looking up the Stratum 6 damage per combo on the wiki, and (C) multiplying those and dividing by 60. The data vary somewhat in their quality (e.g., how many times I ran the experiments), so these numbers should be regarded as approximate only. Please help fill in the gaps in the table!
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Damage is not the only consideration in choosing a sword, and damage per second (DPS) is not the only consideration in assessing a sword's damage, but DPS is worth considering. So here is a summary of the combos per minute and DPS of 5-star swords. The combos per minute were measured in the Advanced Training Hall using Attack Speed Increase: Medium; those marked with "?" were not actually measured, but were inferred from other swords. The damage per combo was deduced from the wiki. These numbers, multiplied together and divided by 60, give a measure of DPS. Please help fill in the gaps in the table!
  
 
{{User:Jdavis/start}}
 
{{User:Jdavis/start}}
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Facts: Cold Iron Vanquisher does more damage against undead; Leviathan Blade does more damage against all other monsters. Levi's charge attack knocks back more than CIV's does.
 
Facts: Cold Iron Vanquisher does more damage against undead; Leviathan Blade does more damage against all other monsters. Levi's charge attack knocks back more than CIV's does.
  
Implications: Judging purely by damage statistics, Levi is superior. The high knockback of Levi's charge attack is good for defense, but it can disrupt teammates when used badly. Against light enemies, CIV's charge is more likely to hit three times, because the enemies don't get knocked away from it as much.
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Implications: Levi does higher DPS in regular attacks. The high knockback of Levi's charge attack is good for defense, but it can disrupt teammates when used badly. Against light enemies, CIV's charge is more likely to hit three times, because the enemies don't get knocked away from it as much.
  
 
Opinion: Levi is better in most situations.
 
Opinion: Levi is better in most situations.
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Implications: Damage type is a major consideration in choosing a sword, so these swords are not really comparable. People ask about these two swords only because they are similar and they are both obtainable from Jelly Gems.
 
Implications: Damage type is a major consideration in choosing a sword, so these swords are not really comparable. People ask about these two swords only because they are similar and they are both obtainable from Jelly Gems.
  
Opinion: DA is as good as any elemental sword, whereas GF is not quite as good as Acheron. If you have already decided that you are going to craft either DA or GF, then choose the one that complements your other weapons' damage types; in the case of a tie, choose DA.
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Opinion: If you have already decided that you are going to craft either DA or GF, then choose the one that complements your other weapons' damage types; in the case of a tie, choose DA, because DA is as good as any elemental sword, whereas GF is not quite as good as Acheron.

Revision as of 12:35, 4 November 2011

This page is an alternative to the Swordmaster Guide, focused on how to choose a sword (planning your shopping and crafting) rather than how to use a sword (controls, fighting tips).

The Basics

If you haven't already done so, read the wiki page on damage (or my version) to learn the vulnerabilities and resistances of the six monster families. This is the single most important consideration in choosing a sword (or handgun). In short, normal damage is general-purpose, because no monster resists it, but you would rather carry non-normal damages, to exploit monsters' vulnerabilities. If you're into swords, then you want to own a piercing sword, an elemental sword, and a shadow sword. If you have three weapon slots, then carry all three by default; if you have only two weapon slots, then carry the two that seem most relevant, based on the gate map for the stratum you're entering.

Of course, there are considerations other than damage type: speed, reach, knockback, status effects, etc. The fact that different swords can actually feel different to the player is a charming feature of Spiral Knights, and every player who is into swords should try a variety of feels. In my opinion, you should not restrict yourself to only one feel. After some practice, any sword becomes comfortable. I regularly carry swords of different feels, and have no trouble switching among them in battle.

Here is a summary of all of the 5-star swords.

Name Damage Status Combo Notes
Leviathan Blade Normal 3 Great charge. Great sword for gunners/bombers.
Cold Iron Vanquisher Normal 3 Bonus Undead High. Great charge. Slower than Leviathan Blade.
Dread Venom Striker Normal Poison 5 Terrible charge. Good against Jelly King.
Wild Hunting Blade Normal 5 Bonus Beast High. Terrible charge. Not as good as Dread Venom Striker.
Sudaruska Normal Stun 2
Triglav Normal Freeze 2
Final Flourish Piercing 3
Fearless Rigadoon Piercing Stun 3 Less damage than Final Flourish.
Furious Flamberge Piercing Fire 3 Less damage than Final Flourish.
Barbarous Thorn Blade Piercing 3 Same as Final Flourish, except in charge.
Combuster Elem+Norm Fire 3
Glacius Elem+Norm Freeze 3
Voltedge Elem+Norm Shock 3
Divine Avenger Elem+Norm 2 Great charge.
Fang of Vog Elem+Norm Fire 3 Great charge. Charge can set user on fire.
Acheron Shad+Norm 3
Gran Faust Shad+Norm Curse 2 Charge can curse user.

Damage is not the only consideration in choosing a sword, and damage per second (DPS) is not the only consideration in assessing a sword's damage, but DPS is worth considering. So here is a summary of the combos per minute and DPS of 5-star swords. The combos per minute were measured in the Advanced Training Hall using Attack Speed Increase: Medium; those marked with "?" were not actually measured, but were inferred from other swords. The damage per combo was deduced from the wiki. These numbers, multiplied together and divided by 60, give a measure of DPS. Please help fill in the gaps in the table!

Name Combos/Min Slimes Gremlins Beasts Fiends Undead Constructs
Leviathan Blade 34 376 376 376 376 376 376
Cold Iron Vanquisher
Dread Venom Striker 26
Wild Hunting Blade
Sudaruska
Triglav
Final Flourish
Fearless Rigadoon
Furious Flamberge
Barbarous Thorn Blade 35 87 474 531 531 474 87
Combuster 34?? 396 258 258 396 547 547
Glacius 34 396 258 258 396 547 547
Voltedge 34?? 396 258 258 396 547 547
Divine Avenger 32 318 202 202 318 412 412
Fang of Vog
Acheron 34? 547 547 396 258 258 396
Gran Faust 31 399 399 308 195 195 308

Sword vs. Sword

Remember that you want to own a piercing sword, an elemental sword, and a shadow sword. The direct comparisons in this section should help you make up your mind. In each case, I try to present the objective facts, followed by semi-objective analysis of the implications, followed by my subjective opinion.

Piercing Swords

Facts: Barbarous Thorn Blade's charge attack spews a shower of thorns, that damage several monsters moderately. Final Flourish's charge attack is basically a more powerful version of its regular combo; it lunges into one monster, damaging it heavily. The other two piercing swords (Furious Flamberge and Fearless Rigadoon) are similar to Final Flourish, but sacrifice some damage for the ability to inflict status effects.

Implications: These swords kill piercing-vulnerable monsters so quickly that there is usually not much point in also inducing a status. When used against a crowd, the BTB charge is a bit safer, because it disrupts the attacks of several monsters, while the Final Flourish charge attack can leave the user exposed.

Opinion: Final Flourish and BTB are equally good. Furious Flamberge and Fearless Rigadoon are less good.

Elemental Swords

Facts: The three elemental Brandishes (Combuster, Glacius, Voltedge) use a fast, three-stroke combo, while Divine Avenger uses a slow, two-stroke combo. The Brandishes do more damage per combo, and can execute more combos per minute, for a higher raw DPS. DA enjoys longer reach, a wider swing, and more knockback. The Brandishes can inflict status (freeze, fire, shock) on charge attacks. DA's charge attack does more damage and more knockback. While DA is charging or charged, the user moves at reduced speed; the Brandishes' charges let the user move at full speed. (I will not discuss Fang of Vog here.)

Implications: A Brandish combo offers more opportunities to dodge and shield than does a DA combo. Hitting fast enemies is usually easier with a Brandish than with DA. Against a single enemy, a Brandish does higher DPS than DA does. Against tightly clustered enemies, DA's longer reach and wider swing mean that it can hit multiple enemies at once, potentially doing high total damage. However, completing a combo against multiple enemies without getting hit requires care, so this is not really a route to high DPS. DA's higher knockback aids defense in tight, crowded fights. Among the Brandishes, Glacius' freeze is useful for crowd control, Combuster's fire is useful for extra damage, and Voltedge's shock amounts to a compromise between the two.

Opinion: All are good. There is no clear winner here.

Shadow Swords

Facts: Acheron uses a fast, three-stroke combo, while Gran Faust uses a slow, two-stroke combo. Acheron does more damage per combo, and can execute more combos per minute, for a higher raw DPS. GF enjoys longer reach, a wider swing, and more knockback. GF's charge attack does more damage and more knockback. GF's charge can inflict curse on monsters, but it can also curse the user. While GF is charging or charged, the user moves at reduced speed; Acheron's charge lets the user move at full speed.

Implications: An Acheron combo offers more opportunities to dodge and shield than does a GF combo. Hitting fast enemies is usually easier with Acheron than with GF. Against a single enemy, Acheron does higher DPS than GF does. Against tightly clustered enemies, GF's longer reach and wider swing mean that it can hit multiple enemies at once, potentially doing high total damage. However, completing a combo against multiple enemies without getting hit requires care, so this is not really a route to high DPS. GF's higher knockback aids defense in tight, crowded fights. GF's monster curse is useful against large enemies (Royal Jelly, lichen colonies), but small enemies do not usually live long enough for it to be useful. GF's user curse is dangerous; anti-curse armor and trinkets are desirable.

Opinion: Acheron is better against gremlins. GF is perhaps slightly better against slimes. Gremlins are more worrisome than slimes, so Acheron is better overall.

Leviathan Blade vs. Cold Iron Vanquisher

Facts: Cold Iron Vanquisher does more damage against undead; Leviathan Blade does more damage against all other monsters. Levi's charge attack knocks back more than CIV's does.

Implications: Levi does higher DPS in regular attacks. The high knockback of Levi's charge attack is good for defense, but it can disrupt teammates when used badly. Against light enemies, CIV's charge is more likely to hit three times, because the enemies don't get knocked away from it as much.

Opinion: Levi is better in most situations.

Dread Venom Striker vs. Wild Hunting Blade

Facts: Dread Venom Striker can inflict poison; Wild Hunting Blade does more damage against beasts.

Implications: Although WHB does more damage against beasts, any piercing sword does far more damage against beasts than WHB does. DVS's poison is useful against most monsters — especially ones that heal, such as the Royal Jelly.

Opinion: DVS is better in most situations.

Divine Avenger vs. Gran Faust

Facts: Divine Avenger does elemental damage, while Gran Faust does shadow damage. Therefore DA does more damage against undead and constructs (and fiends), while GF does more damage against slimes and gremlins (and beasts). DA's charge attack does more total damage. GF's charge attack can inflict curse on monsters, but it can also curse the user. Contrary to the statistics bars displayed on these items, GF is not significantly faster than DA.

Implications: Damage type is a major consideration in choosing a sword, so these swords are not really comparable. People ask about these two swords only because they are similar and they are both obtainable from Jelly Gems.

Opinion: If you have already decided that you are going to craft either DA or GF, then choose the one that complements your other weapons' damage types; in the case of a tie, choose DA, because DA is as good as any elemental sword, whereas GF is not quite as good as Acheron.

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