Difference between revisions of "Abilities"

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(Damage and Status Resistance: more wording)
(partway through a major revision; will continue to clean up)
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* A weapon may carry a chance of inflicting status effects on its targets.
 
* A weapon may carry a chance of inflicting status effects on its targets.
 
* A weapon may carry attack speed increase (ASI), charge time reduction (CTR), and damage bonus.
 
* A weapon may carry attack speed increase (ASI), charge time reduction (CTR), and damage bonus.
* A piece of armor may carry a health bonus or movement speed increase (MSI).
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* A piece of armor may carry movement speed increase (MSI) or a health bonus.
 
* Armor may also carry extra protection from damage or status.
 
* Armor may also carry extra protection from damage or status.
 
[[Unique variant]]s (UVs) on an item are one kind of ability. Other abilities are inherent to the item type; for example, all [[Wild Hunting Blade]]s carry a beast damage bonus. Other abilities are granted by accompanying equipment; for example, handguns receive attack speed increase from the [[Nameless Poncho]] armor.
 
[[Unique variant]]s (UVs) on an item are one kind of ability. Other abilities are inherent to the item type; for example, all [[Wild Hunting Blade]]s carry a beast damage bonus. Other abilities are granted by accompanying equipment; for example, handguns receive attack speed increase from the [[Nameless Poncho]] armor.
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==Status-Inflicting Weapons==
 
==Status-Inflicting Weapons==
  
Some weapons carry a chance of inflicting a [[status effect]] (curse, fire, freeze, poison, shock, sleep, stun). This ability is always inherent to the weapon; it cannot be granted through UVs, armor, or trinkets. In most cases, the status is inflicted on monsters (or enemy players, in PvP), but in some cases the status can also afflict the user. Some weapons inflict status only on charge attacks, not on regular attacks. Status abilities are rated on two scales: the chance of causing the status, and the intensity of the status once inflicted. For example, [[Plague Needle]] offers "Slight chance of causing Strong Poison".
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Some weapons carry a chance of inflicting a [[status effect]] (curse, fire, freeze, poison, shock, sleep, stun). Some weapons inflict status only on charge attacks, not on regular attacks.
 +
 
 +
Status abilities are rated on two scales: the chance of causing the status, and the intensity of the status once inflicted. For example, [[Plague Needle]] offers "Slight chance of causing Strong Poison".
 +
 
 +
[[Gran Faust]]'s charge is able to curse its user, and [[Fang of Vog]]'s charge is able to set its user on fire. In all other cases, the status inflicted by a weapon affects only the target.
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Status abilities are always inherent to the weapon. They cannot be granted through UVs, armor, or trinkets. They cannot be deactivated or turned off.  
  
 
==Other Offensive Abilities ==
 
==Other Offensive Abilities ==
  
There are three other offensive abilities that can enhance weapons:
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There are three other offensive abilities that can enhance weapons.
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===Attack Speed Increase===
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Attack speed increase (ASI) affects the speed of all weapon animations. In one set of tests, each level of ASI was found to add around 4% to attack speed.{{fn|http://forums.spiralknights.com/en/node/4816}} Other tests suggest that each level of ASI adds about 3.6% to [[Lancer Knightz (Guild)/Swords|sword combo speed]] and [[Lancer Knightz (Guild)/Handguns|handgun combo speed]]. Those tests also show ASI to have a small effect on the number of charges that can be executed per minute. ASI cannot be obtained as a UV on bombs, but can be applied to bombs via [[Swiftstrike Buckler]], for example.
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 +
===Charge Time Reduction===
 +
 
 +
Charge time reduction (CTR) reduces the amount of time required to charge the weapon. In one study, each level of CTR removed around 7.5% of the weapon's baseline charge time.{{fn|http://forums.spiralknights.com/en/node/13148}} Another study found each level of CTR to add about 6.4% to [[Lancer Knightz (Guild)/Swords|sword charge speed]] and 6.3% to [[Lancer Knightz (Guild)/Handguns|handgun charge speed]]. All weapons automatically receive CTR: Low when they reach heat level 5 and CTR: Medium (replaces the Low from level 5) when they reach heat level 10.
  
* Attack speed increase (ASI) affects the speed of all weapon animations. In one set of tests, each level of ASI was found to add around 4% to attack speed.{{fn|http://forums.spiralknights.com/en/node/4816}} Other tests suggest that each level of ASI adds about 3.6% to [[Lancer Knightz (Guild)/Swords|sword combo speed]] and [[Lancer Knightz (Guild)/Handguns|handgun combo speed]]. Those tests also show ASI to have a small effect on the number of charges that can be executed per minute. ASI cannot be obtained as a UV on bombs, but can be applied to bombs via [[Swiftstrike Buckler]], for example.
+
===Damage Bonus===
  
* Charge time reduction (CTR) reduces the amount of time required to charge the weapon. In one study, each level of CTR removed around 7.5% of the weapon's baseline charge time.{{fn|http://forums.spiralknights.com/en/node/13148}} Another study found each level of CTR to add about 6.4% to [[Lancer Knightz (Guild)/Swords|sword charge speed]] and 6.3% to [[Lancer Knightz (Guild)/Handguns|handgun charge speed]]. All weapons automatically receive CTR: Low when they reach heat level 5 and CTR: Medium (replaces the Low from level 5) when they reach heat level 10.
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Damage bonus increases the damage inflicted by regular and charge attacks. Some damage bonuses apply against specific monster families (construct, gremlin, fiend, beast, undead, slime). Other damage bonuses apply against all enemies: all six monster types, special monsters such as [[Lord Vanaduke]], and opposing knights in PvP. Against a monster of a particular family, general damage bonus behaves exactly like family damage bonus. For example, when attacking a slime with a sword, "Sword Damage Bonus: Medium" and "Damage Bonus vs Slimes: Medium" are equivalent. Each level of bonus adds an average of 7% extra damage.{{fn|http://forums.spiralknights.com/en/node/7342}}
  
* Damage bonus increases the damage inflicted by regular and charge attacks. Some damage bonuses apply against specific monster families (construct, gremlin, fiend, beast, undead, slime). Other damage bonuses apply against all enemies: all six monster types, special monsters such as [[Lord Vanaduke]], and opposing knights in PvP. Against a monster of a particular family, general damage bonus behaves exactly like family damage bonus. For example, when attacking a slime with a sword, "Sword Damage Bonus: Medium" and "Damage Bonus vs Slimes: Medium" are equivalent. Each level of bonus adds an average of 7% extra damage.{{fn|http://forums.spiralknights.com/en/node/7342}}
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===Scale===
  
 
These three offensive abilities are rated on a six-point scale, shown below. Each verbal descriptor has a numeric equivalent. Low, Medium, High, Very High weapon UVs are obtainable; Ultra and Maximum! are not.
 
These three offensive abilities are rated on a six-point scale, shown below. Each verbal descriptor has a numeric equivalent. Low, Medium, High, Very High weapon UVs are obtainable; Ultra and Maximum! are not.
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* damage+2 (Medium) against other enemies.
 
* damage+2 (Medium) against other enemies.
  
==Health and Movement Speed==
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==Movement Speed==
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Movement speed increase (MSI) is rated on the same six-point scale as ASI, CTR, and damage bonus, and it adds in the same way. For example, MSI: Low (+1) with MSI: Medium (+2) yields MSI: High (+3).
 +
 
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Presumably MSI is capped at +6. However, the greatest MSI currently attainable in the game is +4, using for example [[Mercurial Helm]]/[[Mercurial Mail|Mail]] with the Swift Steps II [[perk]]. At the other end of the spectrum, the least MSI currently attainable is -3, using for example [[Ancient Plate Helm]]/[[Ancient Plate Mail|Mail]] with [[!!]].
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Each level of MSI appears to affect movement speed by [[Lancer Knightz (Guild)/Sword Movement Speed|about 4%]].{{fn|http://forums.spiralknights.com/en/node/34488}}{{fn|http://forums.spiralknights.com/en/node/90139}}
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MSI is achievable through armor and sprite perks, but not through unique variants.
  
Armor grants health to the user. For example, 5-star armor grants four health points at heat level 1, and five health points at heat level 5. [[Ancient Plate Mail]] grants an extra three health points, compared to other 5-star armors. [[Scarlet Shield]] grants two health points. Heart trinkets can also grant up to six health points each. Battle Sprites can grant up to six health points (through [[perks]]). Health bonus is not achievable through UVs.
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==Health==
  
Movement speed increases (MSI) add just as offensive abilities add. Currently, MSIs ranging from -2 (Penalty: Medium) to +4 (Very High) are attainable using [[Ancient Plate Helm]] [[Mercurial Helm]], [[Mercurial Demo Helm]], [[Black Kat Cowl]], their associated armor suits, and sprite [[perk]]s. MSI is not achievable through UVs. Each level of bonus appears to affect movement speed by [[Lancer Knightz (Guild)/Sword Movement Speed|about 4%]].{{fn|http://forums.spiralknights.com/en/node/34488}}{{fn|http://forums.spiralknights.com/en/node/90139}}
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Armor grants health to the user. For example, 5-star armor grants four health points at heat levels 1-4, and five health points at heat levels 5-10. [[Ancient Plate Helm]]/[[Ancient Plate Mail|Mail]] grants an extra three health points, compared to other 5-star armors. [[Scarlet Shield]] grants two health points to its user. Heart trinkets can also grant up to six health points each. Battle Sprites can grant up to six health points (through [[perks]]). Health bonus is not achievable through UVs.
  
 
==Damage Protection and Status Resistance==
 
==Damage Protection and Status Resistance==

Revision as of 13:57, 6 January 2015

Normal abilities are shown in blue(good) or red(bad) and unique variant abilities are shown in yellow with a star.

A weapon or piece of armor may have abilities, which enhance its performance beyond its raw or baseline statistics. The item's abilities are displayed in small boxes below the item's statistics bars. Abilities can be classified into four broad categories:

  • A weapon may carry a chance of inflicting status effects on its targets.
  • A weapon may carry attack speed increase (ASI), charge time reduction (CTR), and damage bonus.
  • A piece of armor may carry movement speed increase (MSI) or a health bonus.
  • Armor may also carry extra protection from damage or status.

Unique variants (UVs) on an item are one kind of ability. Other abilities are inherent to the item type; for example, all Wild Hunting Blades carry a beast damage bonus. Other abilities are granted by accompanying equipment; for example, handguns receive attack speed increase from the Nameless Poncho armor.

Status-Inflicting Weapons

Some weapons carry a chance of inflicting a status effect (curse, fire, freeze, poison, shock, sleep, stun). Some weapons inflict status only on charge attacks, not on regular attacks.

Status abilities are rated on two scales: the chance of causing the status, and the intensity of the status once inflicted. For example, Plague Needle offers "Slight chance of causing Strong Poison".

Gran Faust's charge is able to curse its user, and Fang of Vog's charge is able to set its user on fire. In all other cases, the status inflicted by a weapon affects only the target.

Status abilities are always inherent to the weapon. They cannot be granted through UVs, armor, or trinkets. They cannot be deactivated or turned off.

Other Offensive Abilities

There are three other offensive abilities that can enhance weapons.

Attack Speed Increase

Attack speed increase (ASI) affects the speed of all weapon animations. In one set of tests, each level of ASI was found to add around 4% to attack speed.[1] Other tests suggest that each level of ASI adds about 3.6% to sword combo speed and handgun combo speed. Those tests also show ASI to have a small effect on the number of charges that can be executed per minute. ASI cannot be obtained as a UV on bombs, but can be applied to bombs via Swiftstrike Buckler, for example.

Charge Time Reduction

Charge time reduction (CTR) reduces the amount of time required to charge the weapon. In one study, each level of CTR removed around 7.5% of the weapon's baseline charge time.[2] Another study found each level of CTR to add about 6.4% to sword charge speed and 6.3% to handgun charge speed. All weapons automatically receive CTR: Low when they reach heat level 5 and CTR: Medium (replaces the Low from level 5) when they reach heat level 10.

Damage Bonus

Damage bonus increases the damage inflicted by regular and charge attacks. Some damage bonuses apply against specific monster families (construct, gremlin, fiend, beast, undead, slime). Other damage bonuses apply against all enemies: all six monster types, special monsters such as Lord Vanaduke, and opposing knights in PvP. Against a monster of a particular family, general damage bonus behaves exactly like family damage bonus. For example, when attacking a slime with a sword, "Sword Damage Bonus: Medium" and "Damage Bonus vs Slimes: Medium" are equivalent. Each level of bonus adds an average of 7% extra damage.[3]

Scale

These three offensive abilities are rated on a six-point scale, shown below. Each verbal descriptor has a numeric equivalent. Low, Medium, High, Very High weapon UVs are obtainable; Ultra and Maximum! are not.

Verbal Numeric As UV?
Low 1 Yes
Medium 2 Yes
High 3 Yes
Very High 4 Yes
Ultra 5 No
Maximum! 6 No

Offensive bonuses are additive, but cap at +6 (Maximum!). For example:

  • Two +1s (Lows) add to give +2 (Medium).
  • One +2 (Medium) and one +3 (High) add to yield +5 (Ultra).
  • One +4 (Very High) and one +3 (High) add to +6 (Maximum!), not +7 (over Maximum!).

For each ability, all sources of bonus add together, toward the same +6 limit. As a detailed example, consider a gunner with these items equipped:

The Nova Driver then has these total abilities:

  • ASI+1 (Low)
  • CTR+7 (Maximum! — no better than CTR+6)
  • damage+6 (Maximum!) against constructs
  • damage+2 (Medium) against other enemies.

Movement Speed

Movement speed increase (MSI) is rated on the same six-point scale as ASI, CTR, and damage bonus, and it adds in the same way. For example, MSI: Low (+1) with MSI: Medium (+2) yields MSI: High (+3).

Presumably MSI is capped at +6. However, the greatest MSI currently attainable in the game is +4, using for example Mercurial Helm/Mail with the Swift Steps II perk. At the other end of the spectrum, the least MSI currently attainable is -3, using for example Ancient Plate Helm/Mail with !!.

Each level of MSI appears to affect movement speed by about 4%.[4][5]

MSI is achievable through armor and sprite perks, but not through unique variants.

Health

Armor grants health to the user. For example, 5-star armor grants four health points at heat levels 1-4, and five health points at heat levels 5-10. Ancient Plate Helm/Mail grants an extra three health points, compared to other 5-star armors. Scarlet Shield grants two health points to its user. Heart trinkets can also grant up to six health points each. Battle Sprites can grant up to six health points (through perks). Health bonus is not achievable through UVs.

Damage Protection and Status Resistance

Helmets, armor suits, and shields all carry some kind of damage protection. Many also carry resistance against status effects. The knight's total damage and status defense is calculated by adding his helmet's and suit's defenses. Shield defense does not affect the knight at all. Rather, shield defense improves how much punishment the shield can withstand before breaking. For more detail, read Shield or Shieldbearer Guide.

Conversion between visual length and numeric values for status resistance.

Helmets, suits, and shields can also acquire UVs for additional damage protection or status resistance. Each UV simply increases that armor piece's defense against that damage or status. There does not appear to be any cap or maximum. UVs are rated on the following four-point scale:

Verbal Numeric
Low 1
Medium 2
High 3
Maximum! 4

All of these damage protections and status resistances are available as UVs. However, Punch never grants status UVs to shields; status UVs on shields can arise only through crafting.[6]

Each level of damage resistance bonus seems to add about 10% of the defense of a "standard" piece of armor (for example, Skolver Coat for piercing), up to 40% for a Maximum! UV. (Test data can be found here, here [7], and here [8].) The data are consistent with the visual lengthening of the damage statistics bars. The damage resistance offered by trinkets is not well studied.

Tests of status resistance suggest that a 5-star trinket is equivalent to a Medium on the four-point scale, and that a highly resistant armor (such as Volcanic Demo Helm) is equivalent to a Maximum![9] The highest status resistance that can be displayed in the character's defensive summary is eight points. However, tests suggest that resistance above eight points is meaningful; it is simply not displayed.

The damage taken from a status seems to decay exponentially with the amount of resistance: four points negate roughly 40% of the status damage, eight points negate around 65%, etc. The effects of resistance on status duration are not well studied. Curse resistance seems to reduce the duration and the number of items affected. Data from resistance tests are aggregated in a Spiral Knights forum thread.[10]

Bugs

  • Equipping two pieces of equipment that have abilities that cancel eachother out will still display a nonsense ability in the equipment summary tootip. It will be in red and have a positive bonus description. This means that the ability is simply null. This is because the visuals for self-cancelling abilities has not been programmed.
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