Difference between revisions of "Abilities"
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− | Bonuses are additive: two Lows will equal Medium, and one Medium and High will combine to Ultra. Bonuses appear to cap at 6 (Maximum!). On armors and shields, unique variants can go up to a Maximum! (6) rating, although Ultra (5) cannot be obtained as a unique variant. For weapons, the highest unique variant | + | Bonuses are additive: two Lows will equal Medium, and one Medium and High will combine to Ultra. Bonuses appear to cap at 6 (Maximum!). On armors and shields, unique variants can go up to a Maximum! (6) rating, although Ultra (5) cannot be obtained as a unique variant. For weapons, the highest unique variant obtainable is Very High (4), although coupled with other unique variants they may reach Maximum! (6) |
All types of damage bonuses at a given rating give equivalent bonus to that type of damage. For example a "Sword Damage Bonus: Medium" does the same damage as "Damage Bonus vs Slimes: Medium" with everything else equivalent. This means that the sword damage bonus is more useful because it applies to more enemies. | All types of damage bonuses at a given rating give equivalent bonus to that type of damage. For example a "Sword Damage Bonus: Medium" does the same damage as "Damage Bonus vs Slimes: Medium" with everything else equivalent. This means that the sword damage bonus is more useful because it applies to more enemies. |
Revision as of 11:40, 2 August 2011
Various equipment will have added abilities beyond their stats. They are shown in small boxes in the equipment information under the stat bars.
Contents
Known Abilities
- Attack speed decrease or increase; Might be weapon-specific on certain equipment
- Chance of inflicting status effects (curse, fire, freeze, poison, shock, sleep, stun) - while generally directed toward monsters, some weapons can inflict status effects on the knight using the equipment. Additionally, a few weapons can only inflict the specific status effect with Charge attacks.
- Charge time reduction - this can either be for the weapon itself or in a piece of gear, a reduction can be directed toward certain types of weapons (i.e. Bomb Charge Time Reduction)
- Damage bonus vs (construct, gremlin, fiend, beast, undead, slime)
- Health bonus
- Weapon-specific damage bonus
- Movement speed decrease or increase
Ratings
Abilities use only a descriptive word for rating. Unique variants and certain stats such as Attack Speed use these modifiers to determine bonuses given. Below is a list of ability ratings and the amount of "boosts" each descriptor gives.
Rating | Total Boosts |
---|---|
Low | 1 |
Medium | 2 |
High | 3 |
Very High | 4 |
Ultra | 5 |
Maximum! | 6 |
Bonuses are additive: two Lows will equal Medium, and one Medium and High will combine to Ultra. Bonuses appear to cap at 6 (Maximum!). On armors and shields, unique variants can go up to a Maximum! (6) rating, although Ultra (5) cannot be obtained as a unique variant. For weapons, the highest unique variant obtainable is Very High (4), although coupled with other unique variants they may reach Maximum! (6)
All types of damage bonuses at a given rating give equivalent bonus to that type of damage. For example a "Sword Damage Bonus: Medium" does the same damage as "Damage Bonus vs Slimes: Medium" with everything else equivalent. This means that the sword damage bonus is more useful because it applies to more enemies.
Damage Bonus vs <family>
Each tier of bonus adds an average of 7% extra damage against the said enemy family.[1] This bonus works on bosses.
Increased Attack Speed
Conclusions pending. Some testing information can be found here [2]
Charge Time Reduction
Each tier of bonus seems to add an average of 7.5% less charge time, based on the initial charge time of the weapon.[3]
Increased <status> Resistance
Conclusions pending. Some testing information can be found here [4]
Increased <damage type> Resistance
Conclusions pending. Some testing information can be found here [5]