Abilities

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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.

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)
  • Damage penalty 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!). 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" 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.

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.

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

Each tier appears to add around 4% to attack speed. Some testing information can be found here [2]

Increased Movement Speed

Each tier appears to add around 4% to movement speed. Some testing information can be found here [3]

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.[4]

Increased <status> Resistance

Tantarian has perfomed some interesting and suggestive tests[5] with fire resistance.

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.

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%).

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.


There is a forum thread[6] on the wiki editors forum dedicated to collecting results of resistance tests.

Increased <damage type> Resistance

Each tier of damage resistance adds about 10% of the "standard defense" of a piece of armor (i.e. the Piercing resistance of [[7]]), 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.

Testing information can be found here, here [8], and here [9]

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