Difference between revisions of "Lancer Knightz (Guild)/Swords"

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(Charge Speed and Movement Speed: Combuster CTR Ultra)
(Combuster combo data)
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==Combo DPS==
 
==Combo DPS==
  
The following table computes the damage per second (DPS) that results from carrying out combos as fast as possible. In detail, we take the speed increase Medium data from the table above. For swords with no data (e.g., Combuster), we use the available data from similar swords (Glacius). We look up the depth-28 damage on the wiki. We total the damage for all of the strokes in the sword's combo. Then we compute
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The following table computes the damage per second (DPS) that results from carrying out combos as fast as possible. In detail, we take the speed increase Medium data from the table above. For swords with no data (e.g., Voltedge), we use the available data from similar swords (Glacius). We look up the depth-28 damage on the wiki. We total the damage for all of the strokes in the sword's combo. Then we compute
 
:damage per second = damage per combo * combos per minute * minutes per second,
 
:damage per second = damage per combo * combos per minute * minutes per second,
 
where minutes per second is obviously 1/60.
 
where minutes per second is obviously 1/60.
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The None-Maximum! columns of the table contain CPM data. To collect such data, the tester goes to a safe area, such as Moorcroft Manor. For each level of charge time reduction (CTR), the tester executes charge attacks for a minute straight against thin air, turning as necessary to avoid obstacles. Each test is repeated until it seems to settle on a single answer for the CPM. However, even then the results should be regarded as approximate. Also, we should note that all tests are carried out with ASI: Maximum!, because ASI has a small effect on charge attack speed. For example, Combuster CTR High does 16 charges per minute at ASI: None, but 17 charges per minute at ASI: Maximum!
 
The None-Maximum! columns of the table contain CPM data. To collect such data, the tester goes to a safe area, such as Moorcroft Manor. For each level of charge time reduction (CTR), the tester executes charge attacks for a minute straight against thin air, turning as necessary to avoid obstacles. Each test is repeated until it seems to settle on a single answer for the CPM. However, even then the results should be regarded as approximate. Also, we should note that all tests are carried out with ASI: Maximum!, because ASI has a small effect on charge attack speed. For example, Combuster CTR High does 16 charges per minute at ASI: None, but 17 charges per minute at ASI: Maximum!
  
The last two columns of the table show movement speed data. To collect such data, the tester goes to the train platform on the west side of Moorcroft Manor, with no movement speed increase or decrease. The tester charges up the sword, and then runs from the north end of the platform to the south end. The Dash column shows the time needed to complete this dash, in seconds. Each test is repeated three times, and the answers are averaged. The penalty column shows how much longer than baseline (6.8 seconds, when not charging any weapon) the dash takes. It's a measure of how much charging the sword slows down the user.
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The last two columns of the table show movement speed data. To collect such data, the tester goes to the train platform on the west side of Moorcroft Manor, with no movement speed increase or decrease. The tester charges up the sword, and then runs from the north end of the platform to the south end. When not charging a weapon, this dash takes a baseline 6.8 seconds. The Dash column shows the time needed when charging the sword. Each test is repeated three times, and the answers are averaged. The Penalty column shows how much longer than baseline this time is; it's a measure of how much charging the sword slows down the user.
  
 
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Revision as of 16:06, 6 June 2012

These sword data are part of the Lancer Knightz data collection project. If you'd like to help us collect data, then please contact the project administrator, Donkeyhaute. Thanks to Squamph and Bopp for some of the data.

Combo Speed

This table shows the combos per minute of various swords, at various levels of attack speed increase (ASI). To collect such data, the tester goes to a safe area, such as Moorcroft Manor. He (or she) executes combos for a minute straight against thin air, turning as necessary to avoid obstacles. The test is repeated until it seems to settle on a single answer, for the combos per minute. However, the answer should certainly be regarded as approximate.

Name Damage None Low Medium High Very High Ultra Maximum!
Leviathan Blade Normal 31 32 34 35 36 37 38
Cold Iron Vanquisher Normal
Dread Venom Striker Normal 24 25 26 27 28 29 29
Wild Hunting Blade Normal
Sudaruska Normal 28 30 31 31
Triglav Normal
Final Flourish Piercing 33 36 38 40
Fearless Rigadoon Piercing
Furious Flamberge Piercing
Barbarous Thorn Blade Piercing 33 35 36 37 38 39 40
Combuster Elem+Norm 31 34 36 39
Glacius Elem+Norm 31 33 34 35 36 38 39
Voltedge Elem+Norm
Divine Avenger Elem+Norm 32 33 34 35 37
Fang of Vog Elem+Norm 26 27 28 29 30 31 32
Warmaster Rocket Hammer Elemental 24 26 28 30
Acheron Shad+Norm 33 34 35 36 38 39
Gran Faust Shad+Norm 31 33 34 35 36

Combo DPS

The following table computes the damage per second (DPS) that results from carrying out combos as fast as possible. In detail, we take the speed increase Medium data from the table above. For swords with no data (e.g., Voltedge), we use the available data from similar swords (Glacius). We look up the depth-28 damage on the wiki. We total the damage for all of the strokes in the sword's combo. Then we compute

damage per second = damage per combo * combos per minute * minutes per second,

where minutes per second is obviously 1/60.

Name Damage Slimes Gremlins Beasts Fiends Undead Constructs
Leviathan Blade Normal 376 376 376 376 376 376
Cold Iron Vanquisher Normal
Dread Venom Striker Normal 388 388 388 388 388 388
Wild Hunting Blade Normal 388 388 488 388 388 388
Sudaruska Normal 270 270 270 270 270 270
Triglav Normal
Final Flourish Piercing 89 398 546 546 398 89
Fearless Rigadoon Piercing 78 308 461 461 308 78
Furious Flamberge Piercing
Barbarous Thorn Blade Piercing 89 398 546 546 398 89
Combuster Elem+Norm 396 258 258 396 547 547
Glacius Elem+Norm 396 258 258 396 547 547
Voltedge Elem+Norm 396 258 258 396 547 547
Divine Avenger Elem+Norm 318 202 202 318 412 412
Fang of Vog Elem+Norm 288 191 191 288 409 409
Warmaster Rocket Hammer Elemental 237 70 70 237 426 426
Acheron Shad+Norm 547 547 396 258 258 396
Gran Faust Shad+Norm 399 399 308 195 195 308

Charge Speed and Movement Speed

This table shows two kinds of data about sword charges: how many charges per minute (CPM) the sword allows, and how fast the user can move while charging.

The None-Maximum! columns of the table contain CPM data. To collect such data, the tester goes to a safe area, such as Moorcroft Manor. For each level of charge time reduction (CTR), the tester executes charge attacks for a minute straight against thin air, turning as necessary to avoid obstacles. Each test is repeated until it seems to settle on a single answer for the CPM. However, even then the results should be regarded as approximate. Also, we should note that all tests are carried out with ASI: Maximum!, because ASI has a small effect on charge attack speed. For example, Combuster CTR High does 16 charges per minute at ASI: None, but 17 charges per minute at ASI: Maximum!

The last two columns of the table show movement speed data. To collect such data, the tester goes to the train platform on the west side of Moorcroft Manor, with no movement speed increase or decrease. The tester charges up the sword, and then runs from the north end of the platform to the south end. When not charging a weapon, this dash takes a baseline 6.8 seconds. The Dash column shows the time needed when charging the sword. Each test is repeated three times, and the answers are averaged. The Penalty column shows how much longer than baseline this time is; it's a measure of how much charging the sword slows down the user.

Name Damage None Low Medium High Very High Ultra Maximum! Dash Penalty
Leviathan Blade Normal 15.5 6.9 1%
Cold Iron Vanquisher Normal
Dread Venom Striker Normal 15 6.9 1%
Wild Hunting Blade Normal
Sudaruska Normal
Triglav Normal
Final Flourish Piercing 16.5 7.6 12%
Fearless Rigadoon Piercing
Furious Flamberge Piercing
Barbarous Thorn Blade Piercing 15.5 7.6 12%
Combuster Elem+Norm 17 18 19.5 6.9 1%
Glacius Elem+Norm 17 6.9 1%
Voltedge Elem+Norm
Divine Avenger Elem+Norm 16 8.3 22%
Fang of Vog Elem+Norm 14.5 6.9 1%
Warmaster Rocket Hammer Elemental 10.5 8.1 19%
Acheron Shad+Norm 16 6.8 1%
Gran Faust Shad+Norm 10 8.3 22%
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