Difference between revisions of "Abilities"

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[[Image:Bonuses.png|thumb|Normal abilities are shown in blue and unique variant abilities are shown in yellow with a star.]]
 
[[Image:Bonuses.png|thumb|Normal abilities are shown in blue and unique variant abilities are shown in yellow with a star.]]
Various equipment will have added '''abilities''' beyond their stats. They are shown in small boxes in the equipment information under the stat bars.
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Various pieces of equipment have added '''abilities,''' beyond their raw or baseline statistics. An item's abilities are displayed in small boxes under the item's statistics bars. Abilities can be classified into three broad categories:
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* Offensive abilities on weapons: status infliction, attack speed increase, charge time reduction, and damage bonus.
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* Health bonus and movement speed increase/decrease on armor.
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* Extra protection from damage and status on armor. These extra protections are displayed differently from other abilities, and are perhaps best viewed as something other than abilities proper.
  
== Known Abilities ==
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==Offensive Abilities ==
  
* Attack speed decrease or increase; Might be weapon-specific on certain equipment
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There are four kinds of offensive abilities that can enhance weapons. Sometimes these abilities are inherent to the weapon type; for example, all [[Wild Hunting Blade]]s carry a beast damage bonus. Sometimes these abilities are granted by armor or trinkets; for example, [[Shadowsun Slicker]] grants a damage bonus to all handguns. Sometimes these abilities arise through [[unique variant]]s (UVs) on the weapon. When a weapon is equipped, an icon for the weapon appears at the bottom of the character window, and mousing over this icon shows a summary of the weapon's abilities.
* Chance of inflicting [[status effect]]s (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.
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* 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)
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* Damage bonus vs. (construct, gremlin, fiend, beast, undead, slime)
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* Damage penalty vs. (construct, gremlin, fiend, beast, undead, slime)
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* Health bonus
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* Weapon-specific damage bonus
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* Movement speed decrease or increase
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== Ratings ==
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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.  
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Offensive abilities are rated on a six-point scale, shown below. Each verbal descriptor has a numeric equivalent. Bonuses are additive: two Lows (1s) will add to give a Medium (2), while one Medium (2) and one High (3) add to yield an Ultra (5). Offensive abilities cap at Maximum!; for example, one Very High (4) and one High (3) add to give Maximum!, rather than something above Maximum! Low, Medium, High, and Very High weapon UVs are obtainable; Ultra and Maximum! are not obtainable as UVs on weapons.
 
{| cellpadding="5" cellspacing="2" style="background-color: transparent;"
 
{| cellpadding="5" cellspacing="2" style="background-color: transparent;"
 
|- bgcolor="#93add4"  
 
|- bgcolor="#93add4"  
! align="left" | Rating
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! align="left" | Verbal
! Total Boosts
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! Numeric
 
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|- bgcolor="#f5f5ff"
 
| Low
 
| Low
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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!).  For weapons, the highest unique variant obtainable is Very High (4), although coupled with other unique variants they may reach Maximum! (6)
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Here are the four kinds of offensive abilities.
  
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" when attacking a jelly cube, with everything else equivalent. This means that the sword damage bonus is more useful because it applies to more enemies.
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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 for their chance of causing the status, and the intensity of the status once inflicted; for example, [[Plague Needle]] offers "Slight chance of causing Strong Poison".
  
Unique variants on shields and armor increase defense or status resistance.  While these UVs look much like weapon UVs, it is important to note that increased defense or resistance '''are NOT "abilities"'''; if you mouse-over the icons at the bottom of your knight's character window, you'll see that abilities like "increased attack speed" get their own line entries reflecting your cumulative total, but increased defense or resistance simply display as longer stat bars. These UVs can be "low", "medium", "high", or "maximum", but it is suspected that they do not follow the same rating scale as abilities (based on bar length, a "maximum" should be 4 times a low, not 6), and there is no reason to assume you couldn't fully benefit from "maximum" UVs to the same stat on both your armor and helmet.
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Swords and handguns, but not bombs, may carry an attack speed increase (ASI) or decrease. ASI affects the speed of regular (non-charge attacks).<!--Does ASI affect the speed of the charge attack animations slightly as well?--> Each level of ASI appears to add around 4% to attack speed.{{fn|http://forums.spiralknights.com/en/node/4816}}
  
== Damage Bonus vs <family> ==
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Swords, handguns, and bombs may carry charge time reduction (CTR). CTR reduces the amount of time required to charge the weapon. All weapons receive CTR: Medium automatically when they reach heat level 10. Each level of bonus seems to remove around 7.5% of the weapon's baseline charge time.{{fn|http://forums.spiralknights.com/en/node/13148}}
  
Each tier of bonus adds an average of 7% extra damage against the said enemy family.{{fn|http://forums.spiralknights.com/en/node/7342}}
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Swords, handguns, and bombs may carry a damage bonus. 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 enemy players 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" does the same damage as "Damage Bonus vs Slimes: Medium" are equivalent. Each level of bonus adds an average of 7% extra damage against the said enemy family.{{fn|http://forums.spiralknights.com/en/node/7342}}
This bonus works on bosses.
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== Increased Attack Speed ==
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==Health and Movement Speed==
  
Each tier appears to add around 4% to attack speed. Some testing information can be found here {{fn|http://forums.spiralknights.com/en/node/4816}}
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Armor grants additional 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. Health bonus is not achievable through UVs.
  
== Increased Movement Speed ==
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[[Ancient Plate Mail]] reduces the user's movement speed; [[Mercurial Demo Suit]] and [[Mercurial Mail]] increase the user's movement speed. The associated helmets have the same effects. Movement speed increase is not achievable through UVs. Movement speed abilities appear to add on a six-point scale, just like offensive abilities. However, the highest level currently achievable is Medium. Each level of bonus appears to affect movement speed by about 4%.{{fn|http://forums.spiralknights.com/en/node/34488}}
  
Each tier appears to add around 4% to movement speed. Some testing information can be found here {{fn|http://forums.spiralknights.com/en/node/34488}}
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==Damage and Status Resistance==
  
== Charge Time Reduction ==
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Helmets, armor suits, and shields can carry UVs that grant them additional resistance to certain damage types or status effects. Low, Medium, High, and Maximum! damage and status UVs are obtainable; Very High and Ultra are not obtainable as UVs. These UVs behave quite differently from weapon UVs, and are arguably not abilities in the proper sense. Each UV simply increases that armor piece's resistance to that damage or status. In the defensive summary at the bottom of the character window, the increase is displayed as a lengthened statistic bar, rather than as a separate box. The lengthening suggests a four-point scale:
  
Each tier of bonus seems to add an average of 7.5% less charge time, based on the initial charge time of the weapon.{{fn|http://forums.spiralknights.com/en/node/13148}}
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{| cellpadding="5" cellspacing="2" style="background-color: transparent;"
 
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|- bgcolor="#93add4"
== Increased <status> Resistance ==
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! align="left" | Verbal
 
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! Numeric
Tantarian has perfomed some interesting and suggestive tests{{fn|http://forums.spiralknights.com/en/node/10522#comment-161194}} with fire resistance.
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|- bgcolor="#f5f5ff"
 
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| Low
His results are ''basically'' consistent with the theory that a "low" UV is worth one "point" of resistance, a 5-star trinket is worth two, a highly-resistant armor (such as a [[Volcanic Demo Helm]]) is worth four, and you simply add up your total resistance from all sources (the numbers don't quite line up, but they're close enough that that may be due to round-off error).  This would mean that the highest resistance total that can be displayed in the UI is 8 points, but he took less damage with 10 points than with 8, so higher values apparently make a difference.
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| align="right" | 1
 
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|- bgcolor="#f5f5ff"
The effects of resistance appear to be an exponential decay in the amount of damage taken, where every 4 points of resistance negates roughly 40% of the damage (thus, 8 points negates around 65%).
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| Medium
 
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| align="right" | 2
However, Tantarian does not report the effects of resistance on duration.  Other experiments with [[curse]] resistance indicate that resistance affects the duration and the number of weapons and vials affected, so it is logical to assume most status resistances have multiple effects, and those effects may be highly specific to the particular status.
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|- bgcolor="#f5f5ff"
 
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| High
 
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| align="right" | 3
There is a forum thread{{fn|http://forums.spiralknights.com/en/node/10522}} on the wiki editors forum dedicated to collecting results of resistance tests.
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|- bgcolor="#f5f5ff"
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| Maximum!
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| align="right" | 4
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|}
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It does not appear that the combined contributions from various armor pieces are capped at Maximum!, as offensive abilities are. For example, it appears that two Maximum! piercing protections offer more total protection than two High piercing protections.
  
== Increased <damage type> Resistance ==
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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 [[User:Antistone#Effects_of_Defense|here]], here {{fn|http://forums.spiralknights.com/en/node/38367}}, and here {{fn|http://forums.spiralknights.com/en/node/15615#comment-89436}}.) The data are consistent with the visual lengthening of the damage statistics bars. The damage resistance offered by trinkets is not well studied.
  
Each tier of damage resistance adds about 10% of the "standard defense" of a piece of armor (i.e. the Piercing resistance of [[Skolver_Coat|Skolver]]), up to 40% for a Maximum! UV. This data is reflected in the defensive bars for the equipment, which accurately portray the level of defense.
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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!{{fn|http://forums.spiralknights.com/en/node/10522#comment-161194}} 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.
  
Testing information can be found [[User:Antistone#Effects_of_Defense|here]], here {{fn|http://forums.spiralknights.com/en/node/38367}}, and here {{fn|http://forums.spiralknights.com/en/node/15615#comment-89436}}
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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.{{fn|http://forums.spiralknights.com/en/node/10522}}
  
 
[[Category:Equipment]]
 
[[Category:Equipment]]
 
[[Category:Articles needing work]]
 
[[Category:Articles needing work]]

Revision as of 19:12, 31 March 2012

Normal abilities are shown in blue and unique variant abilities are shown in yellow with a star.

Various pieces of equipment have added abilities, beyond their raw or baseline statistics. An item's abilities are displayed in small boxes under the item's statistics bars. Abilities can be classified into three broad categories:

  • Offensive abilities on weapons: status infliction, attack speed increase, charge time reduction, and damage bonus.
  • Health bonus and movement speed increase/decrease on armor.
  • Extra protection from damage and status on armor. These extra protections are displayed differently from other abilities, and are perhaps best viewed as something other than abilities proper.

Offensive Abilities

There are four kinds of offensive abilities that can enhance weapons. Sometimes these abilities are inherent to the weapon type; for example, all Wild Hunting Blades carry a beast damage bonus. Sometimes these abilities are granted by armor or trinkets; for example, Shadowsun Slicker grants a damage bonus to all handguns. Sometimes these abilities arise through unique variants (UVs) on the weapon. When a weapon is equipped, an icon for the weapon appears at the bottom of the character window, and mousing over this icon shows a summary of the weapon's abilities.

Offensive abilities are rated on a six-point scale, shown below. Each verbal descriptor has a numeric equivalent. Bonuses are additive: two Lows (1s) will add to give a Medium (2), while one Medium (2) and one High (3) add to yield an Ultra (5). Offensive abilities cap at Maximum!; for example, one Very High (4) and one High (3) add to give Maximum!, rather than something above Maximum! Low, Medium, High, and Very High weapon UVs are obtainable; Ultra and Maximum! are not obtainable as UVs on weapons.

Verbal Numeric
Low 1
Medium 2
High 3
Very High 4
Ultra 5
Maximum! 6

Here are the four kinds of offensive abilities.

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 for their chance of causing the status, and the intensity of the status once inflicted; for example, Plague Needle offers "Slight chance of causing Strong Poison".

Swords and handguns, but not bombs, may carry an attack speed increase (ASI) or decrease. ASI affects the speed of regular (non-charge attacks). Each level of ASI appears to add around 4% to attack speed.[1]

Swords, handguns, and bombs may carry charge time reduction (CTR). CTR reduces the amount of time required to charge the weapon. All weapons receive CTR: Medium automatically when they reach heat level 10. Each level of bonus seems to remove around 7.5% of the weapon's baseline charge time.[2]

Swords, handguns, and bombs may carry a damage bonus. 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 enemy players 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" does the same damage as "Damage Bonus vs Slimes: Medium" are equivalent. Each level of bonus adds an average of 7% extra damage against the said enemy family.[3]

Health and Movement Speed

Armor grants additional 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. Health bonus is not achievable through UVs.

Ancient Plate Mail reduces the user's movement speed; Mercurial Demo Suit and Mercurial Mail increase the user's movement speed. The associated helmets have the same effects. Movement speed increase is not achievable through UVs. Movement speed abilities appear to add on a six-point scale, just like offensive abilities. However, the highest level currently achievable is Medium. Each level of bonus appears to affect movement speed by about 4%.[4]

Damage and Status Resistance

Helmets, armor suits, and shields can carry UVs that grant them additional resistance to certain damage types or status effects. Low, Medium, High, and Maximum! damage and status UVs are obtainable; Very High and Ultra are not obtainable as UVs. These UVs behave quite differently from weapon UVs, and are arguably not abilities in the proper sense. Each UV simply increases that armor piece's resistance to that damage or status. In the defensive summary at the bottom of the character window, the increase is displayed as a lengthened statistic bar, rather than as a separate box. The lengthening suggests a four-point scale:

Verbal Numeric
Low 1
Medium 2
High 3
Maximum! 4

It does not appear that the combined contributions from various armor pieces are capped at Maximum!, as offensive abilities are. For example, it appears that two Maximum! piercing protections offer more total protection than two High piercing protections.

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 [5], and here [6].) 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![7] 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.[8]

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