Difference between revisions of "User:Tqs Remx"

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Basic core mechanics consists of learning to move, attack, shield, weapon charge, use and interact with items. Things that a new player will grasp within the first few hours of their gameplay.
 
Basic core mechanics consists of learning to move, attack, shield, weapon charge, use and interact with items. Things that a new player will grasp within the first few hours of their gameplay.
  
The other basic core mechanic is the damage type in relation to monster family. Attacking a monster with its vulnerable damage type receives a small bonus, while attacking a monster with its resistant damage type incurs a large penalty. (At depth 28, the vulnerability bonus on 5-star swords is about 75 points of damage, while the resistance penalty is at most 84%.
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The other basic core mechanic is the damage type in relation to monster family. Attacking a monster with its vulnerable damage type receives a small bonus, while attacking a monster with its resistant damage type incurs a large penalty. (At depth 28, the vulnerability bonus on 5* swords is about 75 points of damage, while the resistance penalty is at most 84%.
  
 
Note that normal type damage is deliberately left out in the 'neutral to' column. Any guides regarding to the table below will tend to not focus on normal type damage.
 
Note that normal type damage is deliberately left out in the 'neutral to' column. Any guides regarding to the table below will tend to not focus on normal type damage.
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[[file:Equipment-Leviathan_Blade_icon.png|36px]] [[Leviathan Blade]] and [[file:Equipment-Scissor_Blades_icon.png|36px]][[file:Equipment-Lionheart_Honor_Blade_icon.png|36px]] reskins '''vs''' [[file:Equipment-Cold_Iron_Vanquisher_icon.png|36px]] [[Cold Iron Vanquisher]]
 
[[file:Equipment-Leviathan_Blade_icon.png|36px]] [[Leviathan Blade]] and [[file:Equipment-Scissor_Blades_icon.png|36px]][[file:Equipment-Lionheart_Honor_Blade_icon.png|36px]] reskins '''vs''' [[file:Equipment-Cold_Iron_Vanquisher_icon.png|36px]] [[Cold Iron Vanquisher]]
  
The Leviathan Blade and the Cold Iron Vanquisher both successfully achieve sufficient dps as well as a reliable charge utility attack. Differences between the two swords are that the Leviathan Blade has a strong knockback on its charge attack, while the Cold Iron Vanquisher retains a vanilla bonus damage vs undead: high advantage over Leviathan Blade. However, the vanilla bonus damage against undead is compensated by weaker damage against anything other than undead and a weaker knockback upon its charge attack. Yes, it is true that the Cold Iron Vanquisher is more easier to hit monsters 3 times with its charge attack, and thereby doing immense damage if the target is from the undead monster family, but its damage output is easily overshadowed by the 5-star elemental brandish swords.
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The Leviathan Blade and the Cold Iron Vanquisher both successfully achieve sufficient DPS as well as a reliable charge utility attack. Differences between the two swords are that the Leviathan Blade has a strong knockback on its charge attack, while the Cold Iron Vanquisher retains a vanilla bonus damage vs undead: high advantage over Leviathan Blade. However, the vanilla bonus damage against undead is compensated by weaker damage against anything other than undead and a weaker knockback upon its charge attack. Yes, it is true that the Cold Iron Vanquisher is more easier to hit monsters 3 times with its charge attack, and thereby doing immense damage if the target is from the undead monster family, but its damage output is easily overshadowed by the 5* elemental brandish swords.
  
 
{{showhide|Verdict:|content =
 
{{showhide|Verdict:|content =
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{{User:Jdavis/row}}
 
{{User:Jdavis/row}}
  
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{{User:Jdavis/cell|
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[[file:Equipment-Dread_Venom_Striker_icon.png|36px]] [[Dread Venom Striker]] '''vs''' [[file:Equipment-Wild_Hunting_Blade_icon.png|36px]] [[Wild Hunting Blade]]
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Once again, another weapon comparison in which both weapons come from the same alchemy path. Both swords have the same damage type, attack and charge attack pattern, but slightly differ themselves with poison proccing and bonus high damage against beast. Wild Hunting Blade has slightly better DPS against beast while Dread Venom Striker compensates the damage difference with a low poison proc chance.
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{{showhide|Verdict:|content =
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[[file:Equipment-Dread_Venom_Striker_icon.png|36px]] [[Dread Venom Striker]] and [[file:Equipment-Wild_Hunting_Blade_icon.png|36px]] [[Wild Hunting Blade]] are pretty much the same in terms of damage and utility.
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Choose whichever one you fancy. (In my opinion, I would choose neither of them)
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}}
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}}
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{{User:Jdavis/row}}
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{{User:Jdavis/cell|
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[[file:Equipment-Barbarous_Thorn_Blade_icon.png|36px]] [[Barbarous Thorn Blade]] '''vs''' [[file:Equipment-Final_Flourish_icon.png|36px]] [[Final Flourish]]
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The battle of the rapiers, both cross swords to determine which blade is the better one. Looking at the stats of both swords, we can see that both have the same DPS as well as the same normal attack pattern. The only difference is the utility of the charged attack. Barbarous Thorn Blade's charge attack is a cone-shaped AoE while Final Flourish's charge attack is a single-target, point-blank assault. The charge attacks for both swords are effective in any situation that require piercing damage.
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{{showhide|Verdict:|content =
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[[file:Equipment-Barbarous_Thorn_Blade_icon.png|36px]] [[Barbarous Thorn Blade]] and [[file:Equipment-Final_Flourish_icon.png|36px]] [[Final Flourish]] are the same but offer slightly different utility in terms of charged attacks.
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Both are fine weapons.
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}}
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}}
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{{User:Jdavis/row}}
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{{User:Jdavis/cell|
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[[file:Equipment-Acheron_icon.png|36px]][[file:Equipment-Combuster_icon.png|36px]][[file:Equipment-Glacius_icon.png|36px]][[file:Equipment-Voltedge_icon.png|36px]] 5* Brandishes '''vs''' [[file:Equipment-Leviathan_Blade_icon.png|36px]][[file:Equipment-Cold_Iron_Vanquisher_icon.png|36px]] 5* Caliburs
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At its 2* equivalent, both brandish and calibur have the same damage output, the only difference being its charged attack. Once crafted into its 3* version and beyond, brandish's potential DPS start to climb exponentially upwards, leaving behind calibur DPS at its wake. Furthermore, brandish is able to diversify itself into elemental and shadow, while caliburs are stuck with normal. At the end, when both brandishes and caliburs are 5*, no amount of buffs on those 5* caliburs can even come close to the high DPS of 5* brandishes.
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{{showhide|Verdict:|content =
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[[file:Equipment-Acheron_icon.png|36px]][[file:Equipment-Combuster_icon.png|36px]][[file:Equipment-Glacius_icon.png|36px]][[file:Equipment-Voltedge_icon.png|36px]] 5* Brandishes are just too good to pass up.
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}}
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}}
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{{User:Jdavis/row}}
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{{User:Jdavis/cell|
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[[file:Equipment-Combuster_icon.png|36px]] [[Combuster]] '''vs''' [[file:Equipment-Divine_Avenger_icon.png|36px]] [[Divine Avenger]]
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Both weapons have the charge attack utility to achieve significant knockback to monsters. However, Combuster has a few major advantages over Divine Avenger, in which Combuster does not suffer from the glitchy mechanics of the Divine Avenger charge attack (eg. charge attack despawning when the wielder's back is touching an unbreakable object). In addition, Combuster is classed as a normal/non-heavy sword, so it receives automatic benefits such as faster attack speed and unaffected movement speed while charging.
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{{showhide|Verdict:|content =
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[[file:Equipment-Combuster_icon.png|36px]] [[Combuster]]; better DPS, better attack speed, better reliable knockback, better movement speed while charging. '''#roflstomp'''.
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}}
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}}
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{{User:Jdavis/row}}
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{{User:Jdavis/cell|
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[[file:Equipment-Divine_Avenger_icon.png|36px]] [[Divine Avenger]] '''vs''' [[file:Equipment-Gran_Faust_icon.png|36px]] [[Gran Faust]]
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Another comparison between 2 swords from the same alchemy path. Since both are heavy swords, they share the same damage output, normal and charge attack patterns. The only difference is that Gran Faust has a chance to curse on its second normal attack and can inflict curse to monsters and its wielder. Divine Avenger's charge attack is purely knockback. Also, because Gran Faust is the only 5* weapon that can inflict curse, it instantly becomes unique, inimitable and cannot be substituted.
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{{showhide|Verdict:|content =
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[[file:Equipment-Gran_Faust_icon.png|36px]] [[Gran Faust]], the only 5* weapon that can inflict curse. That alone will always be chosen over his elemental brother.
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}}
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}}
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{{User:Jdavis/row}}
 
{{User:Jdavis/end}}
 
{{User:Jdavis/end}}
  

Revision as of 08:29, 29 August 2013

Tqs-Remx
Tqs-Remx profile2.JPG
Current Guild: Impervious (Guild)
Timezone: AEST (GMT +10hrs)
Achievements: 60 / 60
Personal Philosophy:

"I can see you with my ears."

Who is Tqs-Remx?

If I were to summarise myself in three words they would be:

  • Analyser
  • SEA's PvE-King (dude that's not 1 word)
  • Insanity


As a 90+ day 'total game time' player (game timer at 96:18:36:29 as of now), there are very little things that an endgame Knight, especially if they're F2P, can do that will have a significant impact on their gameplay style or on the value of their weapons and equipment.

I am, and I acknowledge that I am, on the verge of quitting Spiral Knights as long as it does not offer any new content. I still continue to play as I have not reached my personal endgame which consists of optimal uvs on certain weapons and completing all the shadow lairs. But once I have acquired said uvs and conquered all shadow lairs, I will most certainly disappear and leave this wonderful game that I have invested so much time and effort :C

Of course, I'll come back for the new patches and content.


Anyway, let me expand on the three words describing myself:

  • Analyser

Spiral Knights, in my perspective, is not a complex game in comparison to AAA MMORPGs out there. Therefore it does not take much effort to understand the fine details of the game in terms of game mechanics, armor and weapon stats, enemy stats. All it takes is experience, access to the number values of armor and weapons stats (in which SK wiki is so useful) and most importantly - Intuition. I cannot stress how important intuition is in determining the gamestyle that you develop, which in turn dictates the overall difficulty of any improvements and achievements. Intuition also plays a significant role in your decision towards optimisation of your weapons and armor as, for example, if your... ah use your intuition to figure out what I mean.

  • SEA's PvE-King

Yes, I dubbed myself as PvE-King of SEA, with absolute confidence. For I have not seen anyone who has the same high levels of latency as me and still be to achieve such pro gameplay (once again, experience and intuition allows me to objectively judge). Furthermore, as SEA's PvE-King, my gameplay style allows me to survive much, much longer than players with full OP US connection. (Hey! A king must survive all his battle to be able to rule his kingdom :3)

I guess paying $100+ per month on an excellent internet connection is a good investment.

PvP on the other hand, well that's a different story. High latency + data packet loss = tp everywhere + getting hit from attacks 10 meters away. Its just not fun.

  • Insanity

Does one need to explain Insanity?


What is the purpose of this and everything else below?

The solo purpose of this page is to document all experiences that I have gained throughout my Spiral Knights career and to share any wisdom that I have retained, for free of course :3. In addition, opinions and free thought of mine will be presented here and thus as an early warning, it will all be subjective and through my perspective. Therefore, I am required to show you this warning:

Icon-opinion.png The topic of this article or section is subject to personal opinion, and does not represent any one absolute truth.
If you disagree, discuss your concerns on the the talk page before editing.



Basic Core Mechanics

Basic core mechanics consists of learning to move, attack, shield, weapon charge, use and interact with items. Things that a new player will grasp within the first few hours of their gameplay.

The other basic core mechanic is the damage type in relation to monster family. Attacking a monster with its vulnerable damage type receives a small bonus, while attacking a monster with its resistant damage type incurs a large penalty. (At depth 28, the vulnerability bonus on 5* swords is about 75 points of damage, while the resistance penalty is at most 84%.

Note that normal type damage is deliberately left out in the 'neutral to' column. Any guides regarding to the table below will tend to not focus on normal type damage.


Monster Family Vulnerable To Neutral To Resistant To
Gate Icon-Slime.png Slimes Shadow Elemental Piercing
Gate Icon-Gremlin.png Gremlins Shadow Piercing Elemental
Gate Icon-Beast.png Beasts Piercing Shadow Elemental
Gate Icon-Fiend.png Fiends Piercing Elemental Shadow
Gate Icon-Undead.png Undead Elemental Piercing Shadow
Gate Icon-Construct.png Constructs Elemental Shadow Piercing



Advanced Core Mechanics

There are many other mechanics that are core to the game, but are not taught by the default game tutorial. Usually players learn these via friends, video walkthroughs, forum posts or just by plain experience.

Here is a semi-detailed list of the advanced core mechanics of Spiral Knights.

  • Shield Cancelling

If you do not perform the final attack of either the sword or the gun, you can shield immediately after an attack to 'cancel' the ending animation of the attack. This will quickly place you back in the idle position and therefore allowing you to attack again.

  • Shield Charging

To perform this, hold up your shield, then press and hold your 'action' button. Wait for ~1 second, then release your shield. If you performed this correctly, you can avoid the default weapon charge mechanic, skip the first attack and start charging.

  • Action Charging

Very similar to shield charging, but instead of using your shield, you are required to perform an action first. These actions are: consuming a pill, throwing a vial, throwing water, ember, or pots, picking up a mineral, placing down a key, statue, grim totem or cursed sprite. Perform one of those actions listed with your 'action' button, then hold it like you were charging a weapon. Your knight will immediately skip the first attack similar to shield charging. Action charging is significantly faster than shield charging.

  • Vial Cancelling

Once your weapon is charged, you may choose to literally cancel your charge by activating a vial. This forces your knight to hold the vial with two hands, thus removing your weapon charge. You may then choose to recharge your weapon via action charging. (side note: you cannot cancel a weapon charge with a pill or mech, hence why it is called vial cancelling)

  • 2 Shot, No Reload (guns only)

This mechanic will only work on guns which have 3 or more 'bullets' per clip. Basically, shoot once normally and then shoot and hold the 'action' button for a charge. However do not let it charge fully. During the charge, release and immediately press and hold the 'action' button and your knight will shoot twice followed by a charge animation. Repeating again will create a shooting pattern which you can shoot indefinitely without reloading if done correctly.


These last 3 core mechanics are actually quite difficult to explain in words, if you want to know, drop me a message and I'll demonstrate it.

  • 3 Swipe Exploit (heavy swords only)

You can actually attack 3 times in quick succession with a heavy sword (and this is no lie), despite the fact that everyone knows that heavy swords are a 2 attack combo sword.

  • Heavy Sword Extended Range Glitch (heavy swords only, obviously)

Once again, it is actually possible to extend the reach/range of a heavy sword and cover more area than normal/non-heavy swords. I use this core mechanic vigilantly everytime I hold my GF/DA.

  • Quick Switching Weapons (usually with alchemer guns)

AKA. 'Q,E switching' with my keyboard setup. Using this core mechanic allows you attack, reset the reload mechanic and attack again. Works wonders with alchemers, but is adaptable to all weapons, even bombs if you so choose.



Endgame Default Loadout

Equipment Optimal UV Acquired UV
Equipment-Skolver Cap icon.png Skolver Cap Unique variant icon.png Increased Stun Resistance: High Unique variant icon.png Increased Stun Resistance: High
Equipment-Vog Cub Coat icon.png Vog Cub Coat Unique variant icon.png Increased Shock Resistance: High Unique variant icon.png Increased Shock Resistance: High
Equipment-Barbarous Thorn Shield icon.png Barbarous Thorn Shield Unique variant icon.png Not Required Unique variant icon.png N/A
Equipment-Voltedge icon.png Voltedge Unique variant icon.png Charge Time Reduction: High Unique variant icon.png Charge Time Reduction: High
Equipment-Gran Faust icon.png Gran Faust Unique variant icon.png Attack Speed Increase: High Unique variant icon.png Attack Speed Increase: High
Equipment-Polaris icon.png Polaris Unique variant icon.png Troll High UV for Trollaris Unique variant icon.png Charge Time Reduction: High
Equipment-Warmaster Rocket Hammer icon.png Warmaster Rocket Hammer Unique variant icon.png Attack Speed Increase: High Unique variant icon.png Attack Speed Increase: Low
Equipment-Penta-Heart Pendant icon.png Penta-Heart Pendant
Equipment-Penta-Heart Pendant icon.png Penta-Heart Pendant



Endgame Thoughts

High, but not too high

Uvs, especially in the perspective of a 1 bar 24/7 connection player, have to be high or better to see any visual/gameplay difference. Hence, low and medium uvs, in my experience, do not give enough benefit to warrant investment of time, crowns and ce. Very high (for weapons) and maximum (for armor) uvs are way beyond the price range of any F2P players which only leaves high uvs. Luckily, high uvs are just within the high-end price range for F2P players and are, in a practical manner, achievable with some long-term committed grinding.

This is why all of the optimal uvs for my weapons and armor require high uvs.

Resistance over Defence (PvE)

Most often, endgame players tend to prioritise defence uvs (normal, elemental, piercing, shadow) over status resistance uvs. Which is a valid choice, as the benefits of defence uvs increase with the star level of their armor. However, one issue that many players do not take into consideration is that monster strength scales upwards when in a 4 man team compared to soloing. Additionally, with the difficulty patch (in which difficulty can now be chosen in 3 settings; normal, advanced and elite), monster strength is furthermore scaled upward (assuming that you are in a T3 team of 4 on elite difficulty) and this actually has a negative impact on the benefits of defence uvs, because monsters now hit harder while you still have to same amount of extra defence. While on the other hand, status resistance uvs do not scale positively or negatively through the difficulty patch as monsters still have the same chance of proccing a status aliment, no matter what difficulty and/or team size.

And besides, high or maximum defence uvs are absurdly expensive and are almost always snatched out of your reach/outbid/bought out by P2P millionaires.

Shield Uvs

Shield uvs are very similar to armor uvs, and as I have stated above, monster strength scales upward in terms of difficulty and team size. Therefore shield uvs suffer from the same negative impact as armor but also experience shield damage caused by status aliments (such as zombie's breath and greaver's haze). Shields with high or maximum increased defence uvs only block an additional 2-3 hits (not factoring status aliment attacks, in which it would reduce the number of additional blocks to 1-2 hits) on elite with a full T3 party. Not really cost effective when I'm paying 200kcr+ for the uv.

Having shields with uvs makes little difference defensively compared to vanilla shields.

F2P can achieve

Like me, as a 99.99% F2P player (that 0.01% being the part where I bought the Operation Crimson Hammer Expansion), you can most definitely be better than the average endgame F2P player (and maybe some P2P players) and achieve envious uvs on your equipment.

All that is required is commitment, planning, patience and intuition.



Endgame Arsenal of a F2P Knight



Weapon Comparisons

I have seen, all over the forums, comparisons of multiple weapons, either comparing weapons on the same alchemy path or on separate alchemy paths. All of their opinions are valid and respected. However, as an analyser, I feel that it is my duty to provide my own analytic comparison on frequently discussed weapon topics.


Analytic Weapon Comparisons

Equipment-Leviathan Blade icon.png Leviathan Blade and Equipment-Scissor Blades icon.pngEquipment-Lionheart Honor Blade icon.png reskins vs Equipment-Cold Iron Vanquisher icon.png Cold Iron Vanquisher

The Leviathan Blade and the Cold Iron Vanquisher both successfully achieve sufficient DPS as well as a reliable charge utility attack. Differences between the two swords are that the Leviathan Blade has a strong knockback on its charge attack, while the Cold Iron Vanquisher retains a vanilla bonus damage vs undead: high advantage over Leviathan Blade. However, the vanilla bonus damage against undead is compensated by weaker damage against anything other than undead and a weaker knockback upon its charge attack. Yes, it is true that the Cold Iron Vanquisher is more easier to hit monsters 3 times with its charge attack, and thereby doing immense damage if the target is from the undead monster family, but its damage output is easily overshadowed by the 5* elemental brandish swords.

Equipment-Sudaruska icon.png Sudaruska vs Equipment-Triglav icon.png Triglav

Both of these swords come from the same alchemy path, which means that they both deal normal damage, both have the same normal attack and charge attack pattern. The only difference is that one embraces stun, while the other embraces freeze. However, this sole difference is what persuades me to favour one sword over the other. As both are heavy swords, their utility in normal attacks and charged attacks is to knockback monsters and create crowd control. As Triglav has a chance to freeze monsters on its second normal attack as well as its charged attack, this significantly dampens the utility of Triglav as a heavy sword and reduces its crowd control ability. Additionally, there are more weapons that can inflict freeze on monsters than there are weapons inflicting stun, so Triglav as a choice weapon to freeze can be easily substituted.

Equipment-Dread Venom Striker icon.png Dread Venom Striker vs Equipment-Wild Hunting Blade icon.png Wild Hunting Blade

Once again, another weapon comparison in which both weapons come from the same alchemy path. Both swords have the same damage type, attack and charge attack pattern, but slightly differ themselves with poison proccing and bonus high damage against beast. Wild Hunting Blade has slightly better DPS against beast while Dread Venom Striker compensates the damage difference with a low poison proc chance.

Equipment-Barbarous Thorn Blade icon.png Barbarous Thorn Blade vs Equipment-Final Flourish icon.png Final Flourish

The battle of the rapiers, both cross swords to determine which blade is the better one. Looking at the stats of both swords, we can see that both have the same DPS as well as the same normal attack pattern. The only difference is the utility of the charged attack. Barbarous Thorn Blade's charge attack is a cone-shaped AoE while Final Flourish's charge attack is a single-target, point-blank assault. The charge attacks for both swords are effective in any situation that require piercing damage.

Equipment-Acheron icon.pngEquipment-Combuster icon.pngEquipment-Glacius icon.pngEquipment-Voltedge icon.png 5* Brandishes vs Equipment-Leviathan Blade icon.pngEquipment-Cold Iron Vanquisher icon.png 5* Caliburs

At its 2* equivalent, both brandish and calibur have the same damage output, the only difference being its charged attack. Once crafted into its 3* version and beyond, brandish's potential DPS start to climb exponentially upwards, leaving behind calibur DPS at its wake. Furthermore, brandish is able to diversify itself into elemental and shadow, while caliburs are stuck with normal. At the end, when both brandishes and caliburs are 5*, no amount of buffs on those 5* caliburs can even come close to the high DPS of 5* brandishes.

Equipment-Combuster icon.png Combuster vs Equipment-Divine Avenger icon.png Divine Avenger

Both weapons have the charge attack utility to achieve significant knockback to monsters. However, Combuster has a few major advantages over Divine Avenger, in which Combuster does not suffer from the glitchy mechanics of the Divine Avenger charge attack (eg. charge attack despawning when the wielder's back is touching an unbreakable object). In addition, Combuster is classed as a normal/non-heavy sword, so it receives automatic benefits such as faster attack speed and unaffected movement speed while charging.

Equipment-Divine Avenger icon.png Divine Avenger vs Equipment-Gran Faust icon.png Gran Faust

Another comparison between 2 swords from the same alchemy path. Since both are heavy swords, they share the same damage output, normal and charge attack patterns. The only difference is that Gran Faust has a chance to curse on its second normal attack and can inflict curse to monsters and its wielder. Divine Avenger's charge attack is purely knockback. Also, because Gran Faust is the only 5* weapon that can inflict curse, it instantly becomes unique, inimitable and cannot be substituted.



A Trip Down Memory Lane

Past Guilds and Highest Ranking
The Lone Wolves Guild Master
Shadow Avengers Guild Master
In The Jelly Member
The Risen Officer
Unity Member
Incomplete Guild Master
Impervious Veteran
Personal tools