Difference between revisions of "User:Jdavis/Swords"
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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). | 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). | ||
− | == | + | ==Damage Type== |
− | + | [[Damage]] type is a crucial aspect of the rules of ''Spiral Knights'', and the single most important consideration in choosing a sword (or handgun). There are four types of damage: normal, piercing, elemental, and shadow. Each monster family is vulnerable to, neutral to, and resistant to various damage types as follows. | |
− | + | {{User:Jdavis/start}} | |
+ | |||
+ | {{User:Jdavis/header|Monster Family}} | ||
+ | {{User:Jdavis/header|Vulnerable To}} | ||
+ | {{User:Jdavis/header|Neutral To}} | ||
+ | {{User:Jdavis/header|Resistant To}} | ||
+ | |||
+ | {{User:Jdavis/row}} | ||
+ | |||
+ | {{User:Jdavis/cell|[[File:Gate_Icon-Slime.png|36px]] [[Monster#Slime Family|Slimes]]}} | ||
+ | {{User:Jdavis/cell|Shadow}} | ||
+ | {{User:Jdavis/cell|Elemental, Normal}} | ||
+ | {{User:Jdavis/cell|Piercing}} | ||
+ | |||
+ | {{User:Jdavis/row}} | ||
+ | |||
+ | {{User:Jdavis/cell|[[File:Gate_Icon-Gremlin.png|36px]] [[Monster#Gremlin Family|Gremlins]]}} | ||
+ | {{User:Jdavis/cell|Shadow}} | ||
+ | {{User:Jdavis/cell|Piercing, Normal}} | ||
+ | {{User:Jdavis/cell|Elemental}} | ||
+ | |||
+ | {{User:Jdavis/row}} | ||
+ | |||
+ | {{User:Jdavis/cell|[[File:Gate_Icon-Beast.png|36px]] [[Monster#Beast Family|Beasts]]}} | ||
+ | {{User:Jdavis/cell|Piercing}} | ||
+ | {{User:Jdavis/cell|Shadow, Normal}} | ||
+ | {{User:Jdavis/cell|Elemental}} | ||
+ | |||
+ | {{User:Jdavis/row}} | ||
+ | |||
+ | {{User:Jdavis/cell|[[File:Gate_Icon-Fiend.png|36px]] [[Monster#Fiend Family|Fiends]]}} | ||
+ | {{User:Jdavis/cell|Piercing}} | ||
+ | {{User:Jdavis/cell|Elemental, Normal}} | ||
+ | {{User:Jdavis/cell|Shadow}} | ||
+ | |||
+ | {{User:Jdavis/row}} | ||
+ | |||
+ | {{User:Jdavis/cell|[[File:Gate_Icon-Undead.png|36px]] [[Monster#Undead Family|Undead]]}} | ||
+ | {{User:Jdavis/cell|Elemental}} | ||
+ | {{User:Jdavis/cell|Piercing, Normal}} | ||
+ | {{User:Jdavis/cell|Shadow}} | ||
+ | |||
+ | {{User:Jdavis/row}} | ||
+ | |||
+ | {{User:Jdavis/cell|[[File:Gate_Icon-Construct.png|36px]] [[Monster#Construct Family|Constructs]]}} | ||
+ | {{User:Jdavis/cell|Elemental}} | ||
+ | {{User:Jdavis/cell|Shadow, Normal}} | ||
+ | {{User:Jdavis/cell|Piercing}} | ||
+ | |||
+ | {{User:Jdavis/end}} | ||
+ | In general, you want to hit a monster with the damage type to which it's vulnerable; then you get about a 20% bonus to your damage. You really want to avoid using a weapon on a monster that resists it; then you get about an 80% penalty to your damage. Notice that all monsters are neutral to normal damage. This means that normal damage is general-purpose; it is never the best damage to use on a monster, but it's never bad either. | ||
+ | |||
+ | If you are able to carry a piercing sword, an elemental sword, and a shadow sword, then you can switch among them to exploit monsters' vulnerabilities and deal huge damage. You have no need for a normal sword at all. But what if you have only two weapon slots to spend on swords? Then carrying two non-normal damage types still lets you deal huge damage to 4/6 of monsters and moderate damage to the other 2/6 of monsters. For example, if you have a piercing sword and a shadow sword, then use piercing on fiends, beasts, and undead, and shadow on slimes, gremlins, and constructs. | ||
+ | |||
+ | In short, if you are into swords, then you want to own a piercing sword, an elemental sword, and a shadow sword. If you can't carry all three of them, then carry whichever two seem most promising for the stratum you're doing, based on the gate map. | ||
+ | |||
+ | This same damaged-based advice applies to guns, and to mixtures of swords and guns. When choosing whether to make your piercing weapon a gun and your shadow weapon a sword, or vice-versa, there is one nugget of conventional wisdom to consider: Attacking turrets is easiest with a gun, mostof the three kinds of turrets ([[Gun Puppy|gun puppies]], [[howlitzer]]s, [[polyp]]s), two are vulnerable to elemental and the third is neutral to elemental. So an elemental gun is | ||
+ | |||
+ | he conventional wisdom is that, in a weapon setup of multiple weapon types (swords, guns, bombs) and damage types, the gun should be elemental. | ||
+ | |||
+ | This damage-based advice doesn't quite apply to bombs, which are more idiosyncratic. | ||
+ | |||
+ | ==Sword Basics== | ||
+ | |||
+ | Although damage type is the primary consideration in choosing a sword (or handgun), there are other considerations: | ||
+ | * Different swords can actually ''feel'' different to the player — a charming feature of ''Spiral Knights''. Some swords are much faster than others. The piercing swords have stabbing motions that take some practice, to aim correctly. Every player who is into swords should try a variety of feels. There is no particular reason to restrict yourself to one feel. I regularly carry swords of different feels, and have no trouble switching among them in battle. | ||
+ | * Some swords have wide swings and long reach, so that they can hit multiple tightly packed monsters. Other swords have small attacks that require close contact with monsters, and rarely hit multiple monsters. | ||
+ | * Knockback is useful for defense, especially in crowded rooms. However, in a party you must take care not to knock monsters into your teammates. This is especially true for [[Leviathan Blade]]'s charge attack, [[Divine Avenger]]'s charge attack, and other extreme-knockback attacks. | ||
+ | * There are seven kinds of [[status effect]]: fire, freeze, shock, curse, poison, stun, and sleep. New players often confuse damage and status effects, because they frequently arrive together. For example, suppose that a [[Gun Puppy|gun puppy]] fires an ice ball that hits you. The ice ball does two distinct things: It deals elemental damage to you (which lowers your health) and it induces the freeze status (which makes you unable to move your feet). All of the status effects are great to inflict on monsters (with a couple of tactical exceptions, such as fire on [[oiler]]s and shock on [[quicksilver]]s). | ||
Here is a summary of all of the 5-star swords. | Here is a summary of all of the 5-star swords. |
Revision as of 21:43, 9 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).
Contents
Damage Type
Damage type is a crucial aspect of the rules of Spiral Knights, and the single most important consideration in choosing a sword (or handgun). There are four types of damage: normal, piercing, elemental, and shadow. Each monster family is vulnerable to, neutral to, and resistant to various damage types as follows.
Monster Family | Vulnerable To | Neutral To | Resistant To |
Slimes | Shadow | Elemental, Normal | Piercing |
Gremlins | Shadow | Piercing, Normal | Elemental |
Beasts | Piercing | Shadow, Normal | Elemental |
Fiends | Piercing | Elemental, Normal | Shadow |
Undead | Elemental | Piercing, Normal | Shadow |
Constructs | Elemental | Shadow, Normal | Piercing |
In general, you want to hit a monster with the damage type to which it's vulnerable; then you get about a 20% bonus to your damage. You really want to avoid using a weapon on a monster that resists it; then you get about an 80% penalty to your damage. Notice that all monsters are neutral to normal damage. This means that normal damage is general-purpose; it is never the best damage to use on a monster, but it's never bad either.
If you are able to carry a piercing sword, an elemental sword, and a shadow sword, then you can switch among them to exploit monsters' vulnerabilities and deal huge damage. You have no need for a normal sword at all. But what if you have only two weapon slots to spend on swords? Then carrying two non-normal damage types still lets you deal huge damage to 4/6 of monsters and moderate damage to the other 2/6 of monsters. For example, if you have a piercing sword and a shadow sword, then use piercing on fiends, beasts, and undead, and shadow on slimes, gremlins, and constructs.
In short, if you are into swords, then you want to own a piercing sword, an elemental sword, and a shadow sword. If you can't carry all three of them, then carry whichever two seem most promising for the stratum you're doing, based on the gate map.
This same damaged-based advice applies to guns, and to mixtures of swords and guns. When choosing whether to make your piercing weapon a gun and your shadow weapon a sword, or vice-versa, there is one nugget of conventional wisdom to consider: Attacking turrets is easiest with a gun, mostof the three kinds of turrets (gun puppies, howlitzers, polyps), two are vulnerable to elemental and the third is neutral to elemental. So an elemental gun is
he conventional wisdom is that, in a weapon setup of multiple weapon types (swords, guns, bombs) and damage types, the gun should be elemental.
This damage-based advice doesn't quite apply to bombs, which are more idiosyncratic.
Sword Basics
Although damage type is the primary consideration in choosing a sword (or handgun), there are other considerations:
- Different swords can actually feel different to the player — a charming feature of Spiral Knights. Some swords are much faster than others. The piercing swords have stabbing motions that take some practice, to aim correctly. Every player who is into swords should try a variety of feels. There is no particular reason to restrict yourself to one feel. I regularly carry swords of different feels, and have no trouble switching among them in battle.
- Some swords have wide swings and long reach, so that they can hit multiple tightly packed monsters. Other swords have small attacks that require close contact with monsters, and rarely hit multiple monsters.
- Knockback is useful for defense, especially in crowded rooms. However, in a party you must take care not to knock monsters into your teammates. This is especially true for Leviathan Blade's charge attack, Divine Avenger's charge attack, and other extreme-knockback attacks.
- There are seven kinds of status effect: fire, freeze, shock, curse, poison, stun, and sleep. New players often confuse damage and status effects, because they frequently arrive together. For example, suppose that a gun puppy fires an ice ball that hits you. The ice ball does two distinct things: It deals elemental damage to you (which lowers your health) and it induces the freeze status (which makes you unable to move your feet). All of the status effects are great to inflict on monsters (with a couple of tactical exceptions, such as fire on oilers and shock on quicksilvers).
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. |
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.