Difference between revisions of "Talk:Swordmaster Guide"
From SpiralKnights
(→ASI Vs. Damage Boost) |
|||
(3 intermediate revisions by 3 users not shown) | |||
Line 16: | Line 16: | ||
::::See also the [[Lancer Knightz (Guild)/Data]] project, which shows that damage bonus adds about 5%, while ASI adds about 3.5% (with a lot of variation in the latter). [[User:Jdavis|Jdavis]] 16:07, 19 March 2013 (UTC) | ::::See also the [[Lancer Knightz (Guild)/Data]] project, which shows that damage bonus adds about 5%, while ASI adds about 3.5% (with a lot of variation in the latter). [[User:Jdavis|Jdavis]] 16:07, 19 March 2013 (UTC) | ||
− | :::::ASI increasing the speed by ~3.6% over 6 levels translates into ~27.5% DPS increase. DPS~= Damage/ | + | :::::ASI increasing the speed by ~3.6% over 6 levels translates into ~27.5% DPS increase. DPS~= Damage/Attack_rate. In the debate with DMG over ASI, it's better to aim for high ASI weapons, but currently there is no general Sword damage bonus UV. [[User:Jagganath|Jagganath]] 05:04, 23 March 2013 (UTC) edited for clarification.[[User:Jagganath|Jagganath]] 17:05, 23 March 2013 (UTC) |
+ | |||
+ | ::::::No. Each level of damage bonus increases your DPS by about 5%, while each level of ASI increases your DPS by about 3.6%. So damage bonus is better for increasing DPS. On the other hand, what you really care about is not damage-per-second but rather kills-per-second (KPS) or maybe strokes-per-kill. ASI always improves KPS by about 3.6%, while damage bonus sometimes has no effect on KPS (if it still takes you 3 strokes to bring down the monster) and sometimes dramatically affects KPS (suddenly it takes you only 2 strokes). So there is no simple resolution to the ASI vs. damage bonus "dispute". [[User:Jdavis|Jdavis]] 19:33, 23 March 2013 (UTC) | ||
==Hope ya don't mind== | ==Hope ya don't mind== | ||
Line 371: | Line 373: | ||
NOOOOO SAVED CHANGES HOPEFULLY I WILL BE DONE REVERSING THEM BY TOMORROW | NOOOOO SAVED CHANGES HOPEFULLY I WILL BE DONE REVERSING THEM BY TOMORROW | ||
[[User:Voidrex|Voidrex]] 25:03, 31 December 2012 (UTC) | [[User:Voidrex|Voidrex]] 25:03, 31 December 2012 (UTC) | ||
+ | |||
+ | |||
+ | Might want to mention how Barbarous Thorn Shield is hard to obtain, because you need the recipes from Basil in the Clockworks. Great guide btw. --[[User:Avak989|Avak989]] 06:25, 22 April 2013 (UTC) |
Latest revision as of 06:25, 22 April 2013
Contents
- 1 Class Discussion
- 2 ASI Vs. Damage Boost
- 3 Hope ya don't mind
- 4 DISCLAIMER
- 5 To do list
- 6 The Page Title
- 7 Revamp Start
- 8 Hybrid Sets
- 9 Control Scheme
- 10 Recommended Choices?
- 11 Damage Types
- 12 A Gunslinger's Perspective
- 13 Class Discussion
- 14 ASI Vs. Damage Boost
- 15 Hope ya don't mind
- 16 DISCLAIMER
- 17 To do list
- 18 The Page Title
- 19 Revamp Start
- 20 Hybrid Sets
- 21 Control Scheme
- 22 Recommended Choices?
- 23 Damage Types
- 24 A Gunslinger's Perspective
- 25 Elemental fsc?
- 26 I might edit the Swordmaster guide
Class Discussion
I've recently created a page called Class Discussion in order for 'classes' to better cooperate together. If you have opinions or gripes about the other classes, please drop by to give your opinion. --Apath
ASI Vs. Damage Boost
I'm gonna add a bit about ASI Vs. Damage boost... Hopefully It will help add variety of play... ~Tsubasa-No-Me
- ASI hardly makes a difference for fast swords. They should be moved to the damage boost category.--Trying 04:56, 28 January 2012 (UTC)
- My tests have indicated that ASI makes the same proportional difference for both fast and slow swords. I really think damage vs. speed is more of a play-style thing than something you'd choose on the basis of which sword you're using. Some people say slow swords benefit from speed because it mitigates their weakness, others say slow swords benefit from damage because it enhances their strength... --Antistone 17:56, 28 January 2012 (UTC)
- Following up on testing and simulation; other than the Striker series, Max ASI gives roughly the same DPS as Max Damage: ASI giving +~28% while Damage giving +~32%, hardly a difference in Lockdown. (Less than a half pip difference on Hammer-swing+dash) There is a fundamental difference in how they operate though. ASI indirectly increases DPS, while not increasing the burst damage, meanwhile DMG directly increases DPS. Unless I am consistently and constantly doing damage, then the actual damage increase from ASI is hypothetical, meanwhile, regardless if I'm hitting once a second, or once an hour, DMG increase directly affects my damage output. HOWEVER, the ability to stagger an opponent should not be overlooked, if I can't get a single swing out, then what good is my damage bonus? The true shame of the matter is that striker series craps out at Very High, and there is no 5* spur line. Jagganath 04:38, 19 March 2013 (UTC)
- See also the Lancer Knightz (Guild)/Data project, which shows that damage bonus adds about 5%, while ASI adds about 3.5% (with a lot of variation in the latter). Jdavis 16:07, 19 March 2013 (UTC)
- ASI increasing the speed by ~3.6% over 6 levels translates into ~27.5% DPS increase. DPS~= Damage/Attack_rate. In the debate with DMG over ASI, it's better to aim for high ASI weapons, but currently there is no general Sword damage bonus UV. Jagganath 05:04, 23 March 2013 (UTC) edited for clarification.Jagganath 17:05, 23 March 2013 (UTC)
- No. Each level of damage bonus increases your DPS by about 5%, while each level of ASI increases your DPS by about 3.6%. So damage bonus is better for increasing DPS. On the other hand, what you really care about is not damage-per-second but rather kills-per-second (KPS) or maybe strokes-per-kill. ASI always improves KPS by about 3.6%, while damage bonus sometimes has no effect on KPS (if it still takes you 3 strokes to bring down the monster) and sometimes dramatically affects KPS (suddenly it takes you only 2 strokes). So there is no simple resolution to the ASI vs. damage bonus "dispute". Jdavis 19:33, 23 March 2013 (UTC)
Hope ya don't mind
Gonna add my "Ask a Master Swordsman Anything" link in there. Also gonna edit a few things for the brandish line, anything else I see I'll tell you here first.
- Who posted the above? --DieGremlins 13.18, 13th May 2012
- BigfootM, on 2011 Oct 5, I think. Jdavis 17:59, 13 May 2012 (UTC)
DISCLAIMER
I'M USING GUNSLINGER GUIDE AS A BASE TO KEEP CONSTANT STYLE AMONG GUIDES, NOT AS PLAGIARISM
To do list
To do: -Add some sword technique videos -Add more links to other Wiki pages -Write tactics against bosses
--Prizmat 17:38, 1 August 2011 (UTC)
Updated to include Sudaruska, Triglav and Spur. Hope you don't mind.
--OverDingle 18:18, 4 August 2011 (UTC)
The Page Title
It really should be Swordsman instead of Sword-master. Usage is not equivalent to competency.--SpiralMike 17:46, 1 August 2011 (UTC)
- I agree, but Swordmaster just sounds so much better xD You may rename it if it is a significant difference --Prizmat 17:52, 1 August 2011 (UTC)
Revamp Start
I did a little revamping of the slow/medium sections including sections for every sword instead of the lines, and basing them off the highest * version for consistency. IMO both this and the gun guide need more revamping still, including videos/pics and such like the bomb guide has. It'll be hard to match the bomb guide in quality but it won't hurt to try. :P ~Katmint 21:55, 26 August 2011 (UTC)
Hybrid Sets
I've played a fair bit of tier 3 now, and I don't see this overwhelming preponderance of elemental damage you've implied. Slime and beast levels are filled with piercing damage, and fiend and undead levels are filled with shadow damage, just like you'd expect. Elemental is basically only dealt by constructs, and while they are the most common monster class, they're still only one class out of six. I'll grant that Mecha Knights get a better upgrade at tier 3 than most monster lines, but I'm becoming increasingly convinced that the "elemental is far more important" meme is mostly a holdover from when more monster types dealt it and we didn't have piercing/shadow turrets. --Antistone 19:31, 22 October 2011 (UTC)
- Late reply, but yeah, Elemental isn't nearly as important as it used to be. IIRC that debate was shortly before the shadow/piercing turrets were added and the damage types have been rebalanced a lot since then. My reasoning back then was mainly "Turrets are omnipresent and always do Elemental" so yeah. I hope you don't mind but since it's no longer relevant and was taking up a lot of space I cleared out the old debate. ~Katmint 01:12, 10 March 2012 (UTC)
- Regardless what you were thinking back then, you deleted many people's comments and that's a no-no. If something is cluttering a page up, archive it. --HexZyle 02:14, 10 March 2012 (UTC)
- Just finished the archive, you can find it here --HexZyle 02:23, 10 March 2012 (UTC)
- "Many people's comments?" The entire section was just me and Antistone in a long-winded argument. I guess it's fine to archive it, I just didn't want it on the talk page because it was huge to the point of attention-grabbing and anyone who might think of replying would be wasting their time with an out of date debate. ~Katmint 05:27, 10 March 2012 (UTC)
- Sorry, I only read it after archiving it. But needless to say, regardless of the content, if it's not your comment, don't delete it. (Unless its offensive etc etc. This is what annoys the crap out of me about facebook...it's based around a forum but it's the most crappiest forum I've ever seen) --HexZyle 11:24, 10 March 2012 (UTC)
- "Many people's comments?" The entire section was just me and Antistone in a long-winded argument. I guess it's fine to archive it, I just didn't want it on the talk page because it was huge to the point of attention-grabbing and anyone who might think of replying would be wasting their time with an out of date debate. ~Katmint 05:27, 10 March 2012 (UTC)
Control Scheme
The current Control Scheme is almost forced to be used, without showing that there are (for me, better) alternatives. Did you ever tried using 'Space' as shield and RMB as next weapon? It might be an idea to show different schemes. --TGYoshi 18:11, 9 September 2011 (UTC)
- IMO, that section doesn't even need to be there. Everyone has their own preference for control scheme. The guide also fails to take into account those who use the mouse with their left hand or have a non-QWERTY keyboard layout. Personally I find swords much easier to use with move and face bound to the arrow keys, and using PL:" and mouse for aiming guns or kiting with sword charge attacks. That's the only control setup I'm comfortable with. :\ ~Katmint 18:27, 9 September 2011 (UTC)
- I'd say that that section actually pushes people to use the shown setup, and not trying to find out their own preference. And indeed, for people who are left-handed or use a non-qwerty keyboard it's worthless as well. - Short: The section is only a HEAVY opinion, too heavy. TGYoshi 18:36, 9 September 2011 (UTC)
- I agree, however, it does say that it is an "example." Perhaps something along the lines of "However, keyboard set-ups are a matter of personal preference" could be added.--03u9 l Pueo 22:12, 22 September 2011 (UTC)
- I'd say that that section actually pushes people to use the shown setup, and not trying to find out their own preference. And indeed, for people who are left-handed or use a non-qwerty keyboard it's worthless as well. - Short: The section is only a HEAVY opinion, too heavy. TGYoshi 18:36, 9 September 2011 (UTC)
Recommended Choices?
Should the Weaponry section (where it lists the speed and such of all the swords) contain a section that compares all the swords of a specific speed and recommends one based purely on pros and cons, with no bias? I feel like this could help newer players see which sword is "best" overall. --03u9 l Pueo 18:23, 27 September 2011 (UTC)
- The problem with saying one thing is better/worse overall is that someone will protest it. I tried saying mixed Vog/Skolver was worse than specializing sets and it caused a huge wall of text argument. So I say no. ~Katmint 18:46, 27 September 2011 (UTC)
- I see. Thanks --03u9 l Pueo 19:13, 27 September 2011 (UTC)
Damage Types
"Generally, swords have either Normal or split Normal and other damage. This prevents swordsmen from taking as much advantage of damage types as gunners can, but the bonuses are still quite significant. The only exception are the Flourishes and Thorn Blades which deal pure Piercing damage which allows them to greatly outdamage other swords while fighting enemies vulnerable to Piercing."
I've been doing some calculations recently, and my results show this to be untrue. Due to the way damage is calculated, whether pure special damage receives better bonuses than split normal/special damage appears to depend on how much base damage the attack in question has. In the damage ranges that most guns are in, pure special does in fact seem to receive higher bonuses. However, in the damage range where most swords are, split damage seems to receive equal or greater bonuses compared to pure special damage.
The forum thread where I discuss my efforts is at http://forums.spiralknights.com/en/node/39273 and some graphs I made from my data are on my user page. --Exasperation 22:33, 7 January 2012 (UTC)
A Gunslinger's Perspective
This is a late response to the "A Swordmaster's Perspective" on the gunslinger guide. More specifically, I'm replying to the last line, "Feel free to drop by the Swordmaster Guide and tell me everything we do that you hate." I use guns exclusively (only having one Final Flourish which is rarely even put in my loadout unless Greavers might be present). Like Antistone, I'm not sure how to put this into the guide (or even if it should be), so I'll just leave it in the discussion.
Firstly, allow me to explain the main reason gunners don't always like working with swordsmen. Simply put, for the team to work, a swordsman needs to watch where he's swinging that thing.
Prime example: The party encounters a sizable mob. A couple of the foes about are Lumbers, and thankfully one's at the far corner of the group. Knowing these are prime targets for guns over swords, I whip out my elemental gun and find my angle, keeping a safe distance so my Polaris shots can deal their most damage (the shots expand and do more damage after about 4 squares). For some reason, one of the sword-wielders in the part goes about to the Lumber's far side--ignoring Silkwings in the back which I can't easily target in the process--and proceeds to unleash a charge attack to its backside, knocking it right into me so I can get stunned and take one of the hardest hits common enemies are capable of dishing out. This highlights almost everything a bad swordsman will do.
Know Your Targets
Needless to say, swords in general are better suited for some enemies--particularly healers who like to hide behind other foes, Greavers who like to get up too close for comfort and stay there, etc. In a group, anyone should should pick their prime targets before approaching--those who possess the most threats (like healers and greavers), or the best targets for their current loadout's specialty.
If there's a gunner in the team, the last thing a pure-swordsman should do is first approach ideal gun targets, like Lumbers, or turret enemies such as Gun Puppies. Yet, I see it happen in virtually every group I join.
Know Your Allies
A good swordsman needs to plan out where knockback is going to send his chosen target before he starts wailing on it. A good swordsman does this, and usually narrows it into a corner or at least away from the center of the fight; but really, it could be just about anywhere another one of his teammates isn't, especially not one in the middle of reloading a Polaris. Gunners tend to try to either stay in one spot or backpedal predictably, so this really shouldn't be very difficult.
If there's only one enemy left, and a gunner's backpedaling away from it as he fires, the absolute LAST thing you should do is come up behind the enemy and knock him forward into the gunner. Personally, I'm very good at avoiding damage (and reviving those who aren't, as what seems to be a distance gunner's purpose at times), so it becomes all the more apparent to me when a swordsman carelessly knocks an attacking foe into me when it wasn't even a threat to anyone a moment ago. Ideally you should either run between the gunner and the enemy or let him finish it off, but if you must knock it away, at least don't hit it towards the gunner. That should be obvious, but it happens with eerie regularity.
Spread Out
Assume there's a widespread mob in play; I took a few shots on a Lumber, and am reloading for another round or two of bullets to shoot it dead. As I fire from a very safe distance, my Polaris bullets--while potent and surely able to meet their mark--completely miss after a swordsman arbitrarily knocks the Lumber away with a charged sword attack... which coincidentally will do less damage than three consecutive shots from a super-effective gun.
The swordsman presumably continues battering it around (God help him if he hits it with that and then moves onto a different target). Meanwhile, not only was my time and effort on those shots wasted, but I'm forced to waste more time and potential vulnerability reloading, then choose a different and presumably less ideal target.
The way SK is built, only bosses or turrets make decent targets for multiple knights. It's good idea to keep this in mind, especially when you're a swordsman whose every attack can cause knockback.
Even if this doesn't make it into a guide, I hope at the very least it might cause a few less headaches between gunners and swordsmen. --DekuSamurai 02:00, 6 February 2012 (UTC)
- Although teamwork is important, you've missed multiple errors that you have made.
- Firstly, It is much more effective to fire two rounds and then wait for the cooldown rather than to fire 3 shots and reload. Your damage output will be higher, and you'll be mobile for a longer period of time, and have the ability to shield.
- Secondly, you need to account for teammates attacks and movements, especially monster aggro, when firing or just attacking in general. (and especially so for bombing) Remember that your pulsar has more than likely knocked enemies out of your teammates reach countless times at other points in the dungeon. It is wiser to watch for a moment your teammates actions, and plan accordingly. For instance, if a teammate is knocking an enemy back, you place a bomb behind the enemy so that they knock it into the radius. Same goes for guns, the pulsar more so than other guns.
- Thirdly, remember that certain targets are a higher priority to different knights, and it is more important to target an enemy with multiple knights, regardless of the inefficiency. In times when there are no other enemies nearby, sometimes this is the most desirable choice.
- Fourthly, although gunners focus on damage output, the ranger class is generally a SUPPORT class. Our attacks don't knock enemies around, so we can do damage without causing inteference. With the exception of the Pulsar and Nitronome, which are widely known as the two most interrupting weapons for all players alike in the game. --HexZyle 02:31, 10 March 2012 (UTC)
Class Discussion
I've recently created a page called Class Discussion in order for 'classes' to better cooperate together. If you have opinions or gripes about the other classes, please drop by to give your opinion. --Apath
ASI Vs. Damage Boost
I'm gonna add a bit about ASI Vs. Damage boost... Hopefully It will help add variety of play... ~Tsubasa-No-Me
- ASI hardly makes a difference for fast swords. They should be moved to the damage boost category.--Trying 04:56, 28 January 2012 (UTC)
- My tests have indicated that ASI makes the same proportional difference for both fast and slow swords. I really think damage vs. speed is more of a play-style thing than something you'd choose on the basis of which sword you're using. Some people say slow swords benefit from speed because it mitigates their weakness, others say slow swords benefit from damage because it enhances their strength... --Antistone 17:56, 28 January 2012 (UTC)
Hope ya don't mind
Gonna add my "Ask a Master Swordsman Anything" link in there. Also gonna edit a few things for the brandish line, anything else I see I'll tell you here first.
- Who posted the above? --DieGremlins 13.18, 13th May 2012
- BigfootM, on 2011 Oct 5, I think. Jdavis 17:59, 13 May 2012 (UTC)
DISCLAIMER
I'M USING GUNSLINGER GUIDE AS A BASE TO KEEP CONSTANT STYLE AMONG GUIDES, NOT AS PLAGIARISM
To do list
To do: -Add some sword technique videos -Add more links to other Wiki pages -Write tactics against bosses
--Prizmat 17:38, 1 August 2011 (UTC)
Updated to include Sudaruska, Triglav and Spur. Hope you don't mind.
--OverDingle 18:18, 4 August 2011 (UTC)
The Page Title
It really should be Swordsman instead of Sword-master. Usage is not equivalent to competency.--SpiralMike 17:46, 1 August 2011 (UTC)
- I agree, but Swordmaster just sounds so much better xD You may rename it if it is a significant difference --Prizmat 17:52, 1 August 2011 (UTC)
Revamp Start
I did a little revamping of the slow/medium sections including sections for every sword instead of the lines, and basing them off the highest * version for consistency. IMO both this and the gun guide need more revamping still, including videos/pics and such like the bomb guide has. It'll be hard to match the bomb guide in quality but it won't hurt to try. :P ~Katmint 21:55, 26 August 2011 (UTC)
Hybrid Sets
I've played a fair bit of tier 3 now, and I don't see this overwhelming preponderance of elemental damage you've implied. Slime and beast levels are filled with piercing damage, and fiend and undead levels are filled with shadow damage, just like you'd expect. Elemental is basically only dealt by constructs, and while they are the most common monster class, they're still only one class out of six. I'll grant that Mecha Knights get a better upgrade at tier 3 than most monster lines, but I'm becoming increasingly convinced that the "elemental is far more important" meme is mostly a holdover from when more monster types dealt it and we didn't have piercing/shadow turrets. --Antistone 19:31, 22 October 2011 (UTC)
- Late reply, but yeah, Elemental isn't nearly as important as it used to be. IIRC that debate was shortly before the shadow/piercing turrets were added and the damage types have been rebalanced a lot since then. My reasoning back then was mainly "Turrets are omnipresent and always do Elemental" so yeah. I hope you don't mind but since it's no longer relevant and was taking up a lot of space I cleared out the old debate. ~Katmint 01:12, 10 March 2012 (UTC)
- Regardless what you were thinking back then, you deleted many people's comments and that's a no-no. If something is cluttering a page up, archive it. --HexZyle 02:14, 10 March 2012 (UTC)
- Just finished the archive, you can find it here --HexZyle 02:23, 10 March 2012 (UTC)
- "Many people's comments?" The entire section was just me and Antistone in a long-winded argument. I guess it's fine to archive it, I just didn't want it on the talk page because it was huge to the point of attention-grabbing and anyone who might think of replying would be wasting their time with an out of date debate. ~Katmint 05:27, 10 March 2012 (UTC)
- Sorry, I only read it after archiving it. But needless to say, regardless of the content, if it's not your comment, don't delete it. (Unless its offensive etc etc. This is what annoys the crap out of me about facebook...it's based around a forum but it's the most crappiest forum I've ever seen) --HexZyle 11:24, 10 March 2012 (UTC)
- "Many people's comments?" The entire section was just me and Antistone in a long-winded argument. I guess it's fine to archive it, I just didn't want it on the talk page because it was huge to the point of attention-grabbing and anyone who might think of replying would be wasting their time with an out of date debate. ~Katmint 05:27, 10 March 2012 (UTC)
Control Scheme
The current Control Scheme is almost forced to be used, without showing that there are (for me, better) alternatives. Did you ever tried using 'Space' as shield and RMB as next weapon? It might be an idea to show different schemes. --TGYoshi 18:11, 9 September 2011 (UTC)
- IMO, that section doesn't even need to be there. Everyone has their own preference for control scheme. The guide also fails to take into account those who use the mouse with their left hand or have a non-QWERTY keyboard layout. Personally I find swords much easier to use with move and face bound to the arrow keys, and using PL:" and mouse for aiming guns or kiting with sword charge attacks. That's the only control setup I'm comfortable with. :\ ~Katmint 18:27, 9 September 2011 (UTC)
- I'd say that that section actually pushes people to use the shown setup, and not trying to find out their own preference. And indeed, for people who are left-handed or use a non-qwerty keyboard it's worthless as well. - Short: The section is only a HEAVY opinion, too heavy. TGYoshi 18:36, 9 September 2011 (UTC)
- I agree, however, it does say that it is an "example." Perhaps something along the lines of "However, keyboard set-ups are a matter of personal preference" could be added.--03u9 l Pueo 22:12, 22 September 2011 (UTC)
- I'd say that that section actually pushes people to use the shown setup, and not trying to find out their own preference. And indeed, for people who are left-handed or use a non-qwerty keyboard it's worthless as well. - Short: The section is only a HEAVY opinion, too heavy. TGYoshi 18:36, 9 September 2011 (UTC)
Recommended Choices?
Should the Weaponry section (where it lists the speed and such of all the swords) contain a section that compares all the swords of a specific speed and recommends one based purely on pros and cons, with no bias? I feel like this could help newer players see which sword is "best" overall. --03u9 l Pueo 18:23, 27 September 2011 (UTC)
- The problem with saying one thing is better/worse overall is that someone will protest it. I tried saying mixed Vog/Skolver was worse than specializing sets and it caused a huge wall of text argument. So I say no. ~Katmint 18:46, 27 September 2011 (UTC)
- I see. Thanks --03u9 l Pueo 19:13, 27 September 2011 (UTC)
Damage Types
"Generally, swords have either Normal or split Normal and other damage. This prevents swordsmen from taking as much advantage of damage types as gunners can, but the bonuses are still quite significant. The only exception are the Flourishes and Thorn Blades which deal pure Piercing damage which allows them to greatly outdamage other swords while fighting enemies vulnerable to Piercing."
I've been doing some calculations recently, and my results show this to be untrue. Due to the way damage is calculated, whether pure special damage receives better bonuses than split normal/special damage appears to depend on how much base damage the attack in question has. In the damage ranges that most guns are in, pure special does in fact seem to receive higher bonuses. However, in the damage range where most swords are, split damage seems to receive equal or greater bonuses compared to pure special damage.
The forum thread where I discuss my efforts is at http://forums.spiralknights.com/en/node/39273 and some graphs I made from my data are on my user page. --Exasperation 22:33, 7 January 2012 (UTC)
A Gunslinger's Perspective
This is a late response to the "A Swordmaster's Perspective" on the gunslinger guide. More specifically, I'm replying to the last line, "Feel free to drop by the Swordmaster Guide and tell me everything we do that you hate." I use guns exclusively (only having one Final Flourish which is rarely even put in my loadout unless Greavers might be present). Like Antistone, I'm not sure how to put this into the guide (or even if it should be), so I'll just leave it in the discussion.
Firstly, allow me to explain the main reason gunners don't always like working with swordsmen. Simply put, for the team to work, a swordsman needs to watch where he's swinging that thing.
Prime example: The party encounters a sizable mob. A couple of the foes about are Lumbers, and thankfully one's at the far corner of the group. Knowing these are prime targets for guns over swords, I whip out my elemental gun and find my angle, keeping a safe distance so my Polaris shots can deal their most damage (the shots expand and do more damage after about 4 squares). For some reason, one of the sword-wielders in the part goes about to the Lumber's far side--ignoring Silkwings in the back which I can't easily target in the process--and proceeds to unleash a charge attack to its backside, knocking it right into me so I can get stunned and take one of the hardest hits common enemies are capable of dishing out. This highlights almost everything a bad swordsman will do.
Know Your Targets
Needless to say, swords in general are better suited for some enemies--particularly healers who like to hide behind other foes, Greavers who like to get up too close for comfort and stay there, etc. In a group, anyone should should pick their prime targets before approaching--those who possess the most threats (like healers and greavers), or the best targets for their current loadout's specialty.
If there's a gunner in the team, the last thing a pure-swordsman should do is first approach ideal gun targets, like Lumbers, or turret enemies such as Gun Puppies. Yet, I see it happen in virtually every group I join.
Know Your Allies
A good swordsman needs to plan out where knockback is going to send his chosen target before he starts wailing on it. A good swordsman does this, and usually narrows it into a corner or at least away from the center of the fight; but really, it could be just about anywhere another one of his teammates isn't, especially not one in the middle of reloading a Polaris. Gunners tend to try to either stay in one spot or backpedal predictably, so this really shouldn't be very difficult.
If there's only one enemy left, and a gunner's backpedaling away from it as he fires, the absolute LAST thing you should do is come up behind the enemy and knock him forward into the gunner. Personally, I'm very good at avoiding damage (and reviving those who aren't, as what seems to be a distance gunner's purpose at times), so it becomes all the more apparent to me when a swordsman carelessly knocks an attacking foe into me when it wasn't even a threat to anyone a moment ago. Ideally you should either run between the gunner and the enemy or let him finish it off, but if you must knock it away, at least don't hit it towards the gunner. That should be obvious, but it happens with eerie regularity.
Spread Out
Assume there's a widespread mob in play; I took a few shots on a Lumber, and am reloading for another round or two of bullets to shoot it dead. As I fire from a very safe distance, my Polaris bullets--while potent and surely able to meet their mark--completely miss after a swordsman arbitrarily knocks the Lumber away with a charged sword attack... which coincidentally will do less damage than three consecutive shots from a super-effective gun.
The swordsman presumably continues battering it around (God help him if he hits it with that and then moves onto a different target). Meanwhile, not only was my time and effort on those shots wasted, but I'm forced to waste more time and potential vulnerability reloading, then choose a different and presumably less ideal target.
The way SK is built, only bosses or turrets make decent targets for multiple knights. It's good idea to keep this in mind, especially when you're a swordsman whose every attack can cause knockback.
Even if this doesn't make it into a guide, I hope at the very least it might cause a few less headaches between gunners and swordsmen. --DekuSamurai 02:00, 6 February 2012 (UTC)
- Although teamwork is important, you've missed multiple errors that you have made.
- Firstly, It is much more effective to fire two rounds and then wait for the cooldown rather than to fire 3 shots and reload. Your damage output will be higher, and you'll be mobile for a longer period of time, and have the ability to shield.
- Secondly, you need to account for teammates attacks and movements, especially monster aggro, when firing or just attacking in general. (and especially so for bombing) Remember that your pulsar has more than likely knocked enemies out of your teammates reach countless times at other points in the dungeon. It is wiser to watch for a moment your teammates actions, and plan accordingly. For instance, if a teammate is knocking an enemy back, you place a bomb behind the enemy so that they knock it into the radius. Same goes for guns, the pulsar more so than other guns.
- Thirdly, remember that certain targets are a higher priority to different knights, and it is more important to target an enemy with multiple knights, regardless of the inefficiency. In times when there are no other enemies nearby, sometimes this is the most desirable choice.
- Fourthly, although gunners focus on damage output, the ranger class is generally a SUPPORT class. Our attacks don't knock enemies around, so we can do damage without causing inteference. With the exception of the Pulsar and Nitronome, which are widely known as the two most interrupting weapons for all players alike in the game. --HexZyle 02:31, 10 March 2012 (UTC)
Elemental fsc?
I may be wrong, but don't undead and fiends in FSC do shadow damage? It says there that vog is the best for fsc, but snarb would be, unless you plan on running into fire traps. I'd much rather be on fire than take a gazillion times more damage. The only thing that does elemental in FSC is the occasional gun puppy (wait, are there lumbers in fsc?).
Just thought it should be noted and/or corrected.Sshs 06:55, 21 May 2012 (UTC)
- After you get some experience in FSC, your chance of being hit by a slag walker or trojan is very low. On the other hand, Vanaduke himself deals elemental damage and can be deadly accurate about where he spawns shadow fire - like the tile where you are running towards. If you don't have a lot of fire resist you don't want to be on fire - you only have 3 remedies and fire in d28 hurts a lot. Also Vog provides Sword ASI, which allows faster interruption and shielding. Evilnut 07:44, 21 May 2012 (UTC)
- (Edit conflict) This is a common question, that's asked all the time on the Arsenal forum. We just discussed it today, for example. Yes, the zombies do shadow. Trojans may do some shadow, but they do a lot of normal. Fire comes from zombie breath, fire traps, lava, Vanaduke body fireballs, Vanaduke fire attack, and falling debris. Elemental damage comes from fire traps (before the fire status) and Vanaduke mask fireballs. In short, there is a lot of elemental and fire, in addition to the obvious shadow and normal. This alone makes Vog Cub competitive with Snarbolax. Most players feel that, although there are many zombies, the zombies are perhaps the easiest thing to dodge, so shadow protection is what you should sacrifice. I certainly have had better luck with Vog Cub than with Snarbolax. Jdavis 07:48, 21 May 2012 (UTC)
I might edit the Swordmaster guide
I might edit the swordmaster guide in the near future since I believe the majority of population in the SK Fanbase are mostly swordsmen/women, and I believe that this page needs a wee bit more, you know, respect and work put into it. I myself, as an individual, take responsibility of some, minor edits. Voidrex 011:59, 31 December 2012 (UTC)
- I agree that this guide needs a lot of work. (That's why I wrote my own.) But a lot of people have worked on this guide. So if you're going to make major changes, you might want to describe them in detail on this talk page first, and let people comment on them. Jdavis 20:13, 31 December 2012 (UTC)
- Well, here are my changes, or at least most of them. I also separated all swords into three categories- Offense, Defense, Combo basic utility and charge basic utility. Well, eh. Here goes.
Foreward: However, trying to blitzkrieg with a sword is not recommended, since swords leave you open, due to their style of attack.
Basically describing how you don't run in and rage, cause you can't interrupt all of the enemies in a crowd. I'll go in depth later.
Introduction: acceptable enough to handle almost every monster in the Clockworks, specialized swords such as the Flourish line are better against specific threats. It is usually more effective to bring multiple swords that have specialized damage as a general loadout, since monsters of different resistances usually do not reside in the same level, such as Undead and Gremlins.
Not attacking normal swords, just saying, that usually it's better to have specialized unless in a very versatile area such as the Shadow Gloaming Wildwoods, and you can't afford to waste time switching weapons.
Advanced Techniques: This technique is best utilized with heavy swords, which have a long attack animation.
Explaining the best use for charging with shields.
Slow Swords: Instances to utilize this include when fighting hard-to-interrupt/dodgy foes, or in lockdown, where the invincibility frames are longer.
When to use only the first attack of the combo, because the guide does not tell you when specifically to use this strategy
"Be Aware" for DA: The Divine Avenger and Gran Faust are both slightly faster than the Troika line Swords
Because it's true.
SUUUUDAAAAAAAAAAA!: This sword benefits greatly from CTR.
Since the sword has a charge that instakills enemies or stuns tanks.
Triglav: Because it can freeze on its normal attack, ASI is better instead of CTR for this sword.
When you charge freeze them, you unfreeze by the explosion. Also, it freezes enemies with the normal attack.
Warmaster Rocket Hammer: Possessing possibly the highest DPS of any weapon (Besides the Autogun line)in the game and This weapon can also interrupt elemental resistant enemies.
Former, because autogun's titanic charge, and latter because I have stopped many a gremlin with it on accident.
This weapon's charge is very directional and is usually less efficient with it's charge attack compared to it's normal swings.
Well, IMO, the charge is agonizingly underkill considering the time it takes to charge and execute compared to the combo.
Levi: This weapon's charge attack's knockback can be "aimed" by standing next to the monster at a certain angle whilst executing it. With enough familiarity with enemies' attack patterns, this weapon's charge attack can be used to hit speeding enemies, such as Kats, or leaping Zombies while strafing their attack.
The Leviathan Blade can have directional knockback and you can really blast Kats away while dashing, no problem!
"Be Aware":
- Charge attack has huge knockback and may throw enemies at your allies if used carelessly.
Got hit by a lumber the other day cause of a guildie. Still embarrassed by it.
- Charge attack has less range than combo attacks.
Minor edit, and I have seen the range and tested it in the arcade lobby.
CIV: Since enemies of different types generally don't mix, this weapon is powerful for undead strata, since on levels with undead, there are only undead, except for a very few exceptions, mainly fiends.
This is true, especially prominent in Candlestick Keep and graveyard.
Brandishes "Be Aware":
* Unlike other Brandishes, the Combuster's charge has no movement altering effects, so enemies "Ride the Wave", therefore take more damage. Usually.
The combuster simply damages, not freezes the enemy in the middle of the charge or grants knockback immunity like the Voltedge.
Acheron: Unfortunately, it lacks the Curse status and knockback so a Gran Faust can still be more useful than Acheron in the battle despite being riskier to use.
Because it wasn't there.
- Unlike other Brandishes, this sword's charge has no movement altering effects, so enemies "Ride the Wave", therefore take more damage. Usually.
Same with Combuster.
Fang of Vog: The charge also hits up to four times [1]. The damage is so great that it can one-shot many enemies, especially solo, and can make boss fights much easier. The Royal Jelly in particular is made a breeze with the Fang of Vog. It is also heavily applicable in fights with Lord Vanaduke and his shadow lair version, as the charge attack hits for massive damage on slag guards and the fire recoil is easily healed with the hearts the slags drop. It also makes a decent PvP weapon, as you can strike unsuspecting Strikers with the massive blast.
At least, that's what I heard.
"Be Aware": * Damage bonuses affect how much damage you take from fire, so using it with Skolver/BTS is not recommended.
Just a warning.
With auto-aim off a fast sword is much safer but it also requires some skill at aiming, especially with the narrow thrusts of the Flourish/Snarble Barb lines.
I fail at BTB without auto aim.
The biggest edits were in the cutter section.
Cutter: It has low damage, but to compensate, hits very, very fast with a ten-hit combo routine, and the Vile Striker and Dread Venom Striker, its 4* and 5* versions, are capable of poisoning enemies which increases damage they receive. This is effective, for the damage bonus affects not only your swings themselves, but also boost the power of your double swings, similar to the Plague Needle. It is a very good sword for T1 and T2, but in T3 its overly aggressive playing style requires much more skill to use safely, and in T3, charges are essential, while the Cutters normal attack is, quite frankly, safer. The Cutter line has an extremely high reward for leveling it to level 10, as it gains the 30-odd bonus from leveling up on each hit, effectively giving it 300 extra damage on the combo. This effect can be enhanced with the envenoming of the DVS, or empowered with the WHB's interruption. The Wild Hunting Blade is usually overlooked, but is actually in some ways superior to the Dread Venom Striker. The charge attack of the Wild Hunting Blade interrupts a monsters attack, which is a feature that the Dread Venom Striker does not have, making the Dread Venom Striker's charge attack very hard to use without taking damage in return. Also, the Wild Hunting Blade has more range, since the phantasmal Wolvers bite in front of the blade, not behind as in the Dread Venom Striker. The Cutter line's charge attack is extremely susceptible to enemies that dodge, since they can attack you whilst executing your charge, therefore knowing when to utilize this weapon's charge attack is the difference between life and death.
Promoting leveling cutters and the underrated status Poison and it's utility. Not sure why the icons were not there.
Flourishes: Flourishes have a unique combo, in the fact that they have two different kinds of hits. A swipe with knockback, followed by two heavily mobile thrusts as their combo attack. It is advised to shield cancel, as this can invoke massive damage on large, knockback resilient enemies, such as Trojans, Howlitzers, or even Vanaduke's Mask. <Then the rest of the flourish text>
Well, I use shield cancelling and it is is not immediately clear to people that they could abuse the tactic to their knight's content with Toothpicks.
Snarble Barb: To achieve maximum possible damage with the charge, it requires the user to be next to the target while executing it. This is not suggested, but the charge doubles as a nice ranged option for switches and hard to reach enemies. At the end of the charge attack, there is a Phantasmal Snarbolax which deals as much damage as a normal swing. The charge attack has small step back, possibly wasting the brute slash.
Charge tips.
Spur: This can be helpful or hindering- the projectiles cause some enemies to hop back or shield, giving you breathing space or time to formulate a plan. For example, if you are attacked by multiple gremlins, you can have them all rear back with one swipe of your sword. Or, you can make it hard for your team to hit some enemies, or make them throw up a shield, deflecting a Troika charge.
The unknown uses of Winmillion.
* The 4* Projectiles can be useful to gunners and bombers to keep enemies at bay with your normal attack.
Suggested Usage, unless you are REALLY good with it. Whew! Please give me feedback. :D
LOL had to save in chunks because my info was too long for the page xD
Voidrex 23:19, 31 December 2012 (UTC)
NOOOOO SAVED CHANGES HOPEFULLY I WILL BE DONE REVERSING THEM BY TOMORROW
Voidrex 25:03, 31 December 2012 (UTC)
Might want to mention how Barbarous Thorn Shield is hard to obtain, because you need the recipes from Basil in the Clockworks. Great guide btw. --Avak989 06:25, 22 April 2013 (UTC)