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I wrote this page within my completely bias opinion so here goes :p
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{{opinion}}
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=Understanding Handgun Behavior=
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[[Image:Rocket explosion.png|250px|right|thumb|Rocket Explosion]]
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Recall when you were at [[Ironclaw Munitions Factory]], you defended an incoming rocket. It hit the shield and exploded. The explosion also hurts unaware party member close to you. [[Handgun]] behaves similar to rocket. The bullets either hit an object or reach the maximum range, and exploded. Bullet does not deal damage, but the explosion does. Bullets normally does not destroy [[Exploration#Grass|Grass]], or [[Gun Puppy#Rocket Puppy|Puppy]]'s Rocket except either in maximum range or near wall (explode earlier). Hence, Handguns or even all weapons in Spiral Knights does Area of Effect (AoE) damage. The AoE is not necessarily big like [[Polaris]]. [[Blitz Needle]] bullets explosion is like 50 times smaller than [[Polaris]].
  
=Using Blitz Needle at Clockworks=
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'''Benefit''': If you are capable to kill [[Zombie]] in one shot [[Blitz Needle]] charge, you are also capable to kill two or three [[Zombie]]s close to each other by aiming right in the middle of crowd ([[Options#Controls|auto target]] off). The explosion is not always at the exact position where the bullets disappear. The bullets can disappear in one side of [[Exploration#Force Fields|Force Fields]] but explode at the other side. It also bypass [[Mortafire|Gremlin Mortafire]]'s shield (not sure on other shield monsters).
[[Image:Rocket_explosion.png|250px|right|thumb|Rocket Explosion]]
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==Understanding Handgun Behavior==
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Recall when you were at Ironclaw Munitions Factory, you tried to defend an incoming rocket. It hit the shield and exploded. The explosion also hurts unaware party member close to you. Handguns actually behaves similar to rocket. The bullets either hit an object or reach the maximum range, and then exploded. Bullet itself does not deal damage, but the explosion does. Bullets normally does not destroy grass or freeze status effect, except either in maximum range or near wall (explode earlier). Therefore, Handguns, or even all weapons in Spiral Knights does Area of Effect (AoE) damage. The AoE is not necessarily big like Polaris. Blitz needle bullets explosion is like 50 times smaller than Polaris.
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'''Benefit''': If you are capable to kill zombie in one shot blitz charge, you are also capable to kill two or three zombies close to each other by aiming right in the middle of crowd (auto target off). The explosion is not always at the exact position where the bullets disappear. The bullets can disappear in one side of Force Field but explode at the other side of Force Field. It also bypass gremlin mortafire's shield (not sure on other shield monsters).
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'''Disadvantage''': Sometimes the bullet explosion location is behind the location bullets disappear that they can't break blocks or deal damage. '''Hate Knock Back''' Blitz Needle AoE is too tiny that even a small knock back on targeted monster would cancel few bullets damage, then you need to re-charge again. The monster get away because of some delay between disappearing bullets and the explosion. Bullets hit the target, however the explosion could not reach monsters. In Blitz Needle case, there will be less damage numbers than it supposed to. (e.g. 6 numbers instead of the usual 15 numbers per charge)
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'''Disadvantage''': Sometimes the bullet explosion location is behind the location bullets disappear that they can't break blocks or deal damage. '''Hate Knock Back''' [[Blitz Needle]] AoE is too tiny that even a small knock back on targeted monster would cancel few bullets damage, then you need to re-charge again. The monster get away because of some delay between disappearing bullets and the explosion. Bullets hit the target, however the explosion could not reach monsters. In [[Blitz Needle]] case, there will be less damage numbers than it supposed to. (e.g. 6 numbers instead of the usual 15 numbers per charge)
 
*[http://www.youtube.com/watch?v=yU9PfoTWZkY Handgun Behavior]
 
*[http://www.youtube.com/watch?v=yU9PfoTWZkY Handgun Behavior]
 
*[http://www.youtube.com/watch?v=709_Pg_692w How to Shoot through Force Field]
 
*[http://www.youtube.com/watch?v=709_Pg_692w How to Shoot through Force Field]
  
==Basic Attack vs Charge Attack==
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=Basic Attack vs Charge Attack=
'''Action List''' (also works on all types of swords and guns)
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==Action List (also works on all types of swords and guns)==
# Basic Attack: Action → Action → Action and so forth
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#Basic Attack: Action → Action → Action and so forth
# Small Steps In-Between Attack: hold Action → move a little bit → release Action right before it starts Charging
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#Small Steps In-Between Attack: hold Action → move a little bit → release Action right before it starts Charging
# Shield Cancel Attack: Action → hold Defend → Action(give delay between Action to avoid reload)
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#Shield Cancel Attack: Action → hold Defend → Action (give delay between Action to avoid reload)
# Switch Attack: Action → hold Defend → Weapon 2 → Weapon 1 → release Defend → Action
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#Switch Attack: Action → hold Defend → Weapon 2 → Weapon 1 → release Defend → Action
# Basic Charge: hold Action
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#Basic Charge: hold Action
# Shield Charge: hold Defend → hold Action → delay → release Defend → release Action → hold Defend
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#Shield Charge: hold Defend → hold Action → delay → release Defend → release Action → hold Defend
# "Running" Shield Charge: hold Defend → hold Action → immediately release Defend but still holding Action → move around freely → tap Defend → release Action → Hold Defend
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#"Running" Shield Charge: hold Defend → hold Action → immediately release Defend but still holding Action → move around freely → tap Defend → release Action → Hold Defend
Animation cancel done by Defend is actually a common trick/glitch used on almost any action video game (ex: Zero's Saber Dash cancel on Megaman Game). The short animation of Defend cancel out the long animation of other movements. Holding Defend could cut these following: basic attacks, charge, finish typing invisible tablet (open/close recipe/arsenal window), reviving, standing up from /sit or other /emote (which I recommend you to exploit).
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[[Shieldbearer Guide#Advanced Techniques|Animation Cancel done by Defend]] is a common trick used on action video game (ex: Zero's Saber Dash cancel in Megaman). The short Defend animation cancels out the long animation of other moves. Holding Defend could cut these following: basic attacks, charge, taking minerals, finishing typing invisible tablet ([[User interface|open/close recipe/arsenal window]]), [[Reviving]], standing up from /sit or other /[[emote]] (which I recommend you to exploit).
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"Running" Shield Charge is the best move since it gives most freedom movements, while basic attacks stop you mostly. <br />
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The comparison on what happening on these actions:
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:'''Basic Attack''' (Action → Action): <span style="color:red">Longer Stance</span> → <span style="color:red">Shoot Bullets</span> → <span style="color:red">Shoot Bullets</span> → <span style="color:aqua">Reload</span><br />
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:'''"Running" Shield Charge''' (above): <span style="color:aqua">Defend</span> → <span style="color:green">Move Around</span> → <span style="color:aqua">Instant Defend</span> → <span style="color:aqua">Long, Long Charge</span> → <span style="color:red">Shorter Stance</span> → <span style="color:red">Longer Shoot Bullets</span> → <span style="color:#ff0000">Reload</span><br />
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<span style="color:red">Red</span> means stop or stationary.<br />
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<span style="color:aqua">Blue</span> means movement with penalty (50%).<br />
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<span style="color:green">Green</span> means movement without penalty.<br />
  
"Running" Shield Charge is my favorite because it gives the most movement freedom, while basic attacks mostly stop you. <br />
 
This is the comparison on what actually happening when you perform these actions:
 
: '''Basic Attack''' (Action → Action): Longer Stance → Shoot Bullets → Shoot Bullets → Reload<br />
 
: Movement with Penalty: Reload<br />
 
: Stationary: Longer Stance, Shoot Bullets, Shoot Bullets<br />
 
: '''"Running" Shield Charge''' (above): Defend → Move Around → Instant Defend → Long, Long Charge → Shorter Stance → Longer Shoot Bullets → Reload<br />
 
: Movement without Penalty: Move Around<br />
 
: Movement with Penalty: Defend, Instant Defend, Long, long Charge<br />
 
: Stationary: Shorter Stance, Longer Shoot Bullets, Reload<br />
 
 
Note: In this video, I keep holding move right while doing action list so that you could see clearly when I could move.
 
Note: In this video, I keep holding move right while doing action list so that you could see clearly when I could move.
 
*[http://www.youtube.com/watch?v=wLXo8LiIgTE Blitz Needle Movements]
 
*[http://www.youtube.com/watch?v=wLXo8LiIgTE Blitz Needle Movements]
  
'''Charge Attack Damage equals to 5 times of Basic Attack Damage'''
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==Charge Attack Damage equals to 5 times of Basic Attack Damage==
 
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The damage list of [[Blitz Needle]] against [[Wolver]] at Guild Training Hall tier 3: Charge Attack = 229 * 15 = 3435. Basic Attack = 6 * 110 = 660. Damage comparison = 3435 / 660 = 5.2. Duration time needed for one charge with CTR:Med (from heat level 10) is about two full combo (4 basic attack). Damage comparison = 5.2 / 4 = 1.3. CTR:Max! is about one and half combo (3 shot). Damage comparison = 5.2 / 3 = 1.7. The damage gap difference is even higher with Damage Bonus. It's even higher when using [[Blitz Needle at Clockworks#Understanding Handgun Behavior|Bullet Explosion]] feature. ASI made both action faster.
The damage list of Blitz Needle against Wolver at Guild Training Hall tier 3: Charge Attack = 229 * 15 = 3435. Basic Attack = 6 * 110 = 660. Damage comparison = 3435 / 660 = 5.2. Duration time needed for one charge with CTR:Med (from heat level 10) is about two full combo (4 basic attack). Damage comparison = 5.2 / 4 = 1.3. CTR:Max! is about one and half combo (3 shot). Damage comparison = 5.2 / 3 = 1.7. The damage gap difference is even higher with Damage Bonus. It's even higher while exploiting the bullet explosions. ASI made both action faster.
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==Don't hold Charge too long==
 
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Simply because of less dps (damage per second). You could release charge as soon as you find a safe position. Ex: you are waiting a good position to kill [[Trojan]]. You hold charge more than 10 seconds because it was far away. In the other case, you could release charge and kill one - two [[Zombie]]s, and recharge again for [[Trojan]] within the same 10 seconds duration.
'''Don't hold Charge too long'''
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==Bullets triggers Dodge==
 
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Few types of monsters, [[Chromalisk]], [[Thwacker]], [[Mender]], [[Demo]], [[Devilite]] and [[Wolver]], have dodge ability when bullets come near. Both Basic Attacks and Charge initiates dodge however Charge is better. Monsters have slower response on charge (I think it's) because of shorter stance before actually shooting bullets. The charge bullets can also [[Blitz Needle at Clockworks#Flinch|flinch]] monster and stop their dodge animation.
Simply because you would have less dps (damage per second). You could release charge as soon as you find a safe position. The most common scenario would be... you are waiting a good position to kill Trojan. Sometimes you hold charge more than 10 seconds because Trojan was far away, meanwhile you could release charge and kill one - two zombies, and recharge again for Trojan within the same 10 seconds duration. In these videos, I did not hold the charge for more than 5 seconds. Most of time I released the charge as soon as it's ready.
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'''Bullets triggers Dodge'''
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Four types of monsters, Chromalisks, Gremlins, Devilites, and Wolvers, have the ability to dodge when someone shoots bullets near them. Both basic attacks and charge triggers dodge but charge is still better against dodging monster. Monsters have slower response on charge (I think it's) because of shorter stance before actually shooting bullets. The charge bullets also have potential to flinch monster and stop their dodge animation.
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*[http://www.youtube.com/watch?v=50PrPBIIVZw Blitz Needle versus Wolvers]
 
*[http://www.youtube.com/watch?v=50PrPBIIVZw Blitz Needle versus Wolvers]
 
*[http://www.youtube.com/watch?v=VFtenyQNMU8 Blitz Needle versus Devilites]
 
*[http://www.youtube.com/watch?v=VFtenyQNMU8 Blitz Needle versus Devilites]
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=General Info about Monsters=
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==Monster's Target Priority==
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#'''The most damage dealer''' within [[Monster]]'s sight range. The non-damage type like [[Bombing_guide#'Vaporizer' Bombs|mist bomb]]'s status effect, and damage absorbed by shield ([[Trojan]] etc) also counts. Most of the time [[Monster]]s target [[Bombing_guide#'Vaporizer' Bombs|mist bomb]]er until get high damage from others.
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#'''The first''' damage dealer when two or more players deal the same damage.
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#'''The nearest''' when no damage applied.
  
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==Monster "special" abilities==
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*[[Zombie]]'s Lunge, [[Trojan]]'s Charge and Sword Slam require the target (close to) stationary/stop. It does not need to be long time, but only a split second is enough. Keep moving prevents the monsters to use these attacks.
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*Most [[Monster]]s can't keep track the target after they charge. They will attack in the same position the target was even though the target moved. Few monsters exception are [[Devilite]]s, [[Mecha Knight]]s/[[Phantom]]/[[Almirian Crusader]], [[Greaver]], [[Snarbolax]]'s Bite, [[Lichen#Oiler|Oiler]] ([[Lichen#Oiler|Oiler]] doesn't track but it slides and makes curve-path attack).
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*[[Mecha Knight]]/[[Phantom]]/[[Almirian Crusader]]'s Charge Attack could be cancelled by Shock or Stun Status Effect.
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*All [[Monster]] attacks have cool down, idle time needed to use another attack. Some attacks has longer cool down than others, [[Trojan]]/[[Vanaduke]]'s Charge (not followed by Sword Slam), [[Vanaduke]]'s Fire Snake, [[Greaver]]'s Attack, etc.
 
=Dealing with Monsters=
 
=Dealing with Monsters=
'''Monster's Target''' is based on this priority:
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==Versus One Monster==
# Player who deal '''the most damage''' within monster's sight range. The non-damage like haze bombs type, and damage absorbed by shield (Trojan etc) also counts. Most likely, monster will target haze bomber until receiving a high damage from another Player.
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The safest way to kill monsters is either:
# Player who deal the damage '''first''' when there are two or more players deal the same damage.
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#Trigger [[Monster]] attack (to enforce cool down), dodge, and attack back. You don't need to wait monster finishing attack. You could attack immediately when on the safe position.
# Player who is the '''nearest''' when there is no damage applied.
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#Trigger [[Monster]] attack, and interrupt to cancel their attack. To interrupt, you need to [[Blitz Needle at Clockworks#Flinch|flinch]] the monster. (explanation later)
 
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==Versus Multiple Monsters==
'''Some special abilities'''
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The strategy is the same as above but you need to take attention more than one monster. You probably need to trigger attack most of the monsters. Also, you should exploit [[Blitz Needle at Clockworks#Understanding Handgun Behavior|Bullet Explosion]] feature. On zombie swarm, mostly you need to care on first 2 nearest [[Zombie]]s. These 2 could hurt you while the other [[Zombie]]s would be blocked by these 2 [[Zombie]]s. The safest way on [[Monster]]s group is keeping your position outside the group, only approach with powerful (charge) attack and keep away. You would have hard time when [[Monster]]s comes at you on both opposites sides.
 
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Zombie's Lunge, Trojan's Charge, and Trojan's Sword Slam would require the Player(close to) stationary/stop, not necessarily to be long time, only a split second needed. Keep moving would prevent monsters to perform these attacks.<br />
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Most monsters attack can't keep track the target after they start to charge. They would only attack in the same position without following the players anymore. Some few exceptions that make harder to dodge are Devilites (which makes them the most annoying monsters), Mecha Knights/Phantom/Almirian Crusader, Greaver, Snarbolax's Bite, Oilers (doesn't actually track but it slides and makes curve attack).<br />
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Mecha Knights/Phantom/Almirian Crusader's Charge Attack could be cancelled by Shock or Stun Status Effect.<br />
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All the monsters attacks have a cool down, idle time needed to perform another attack. Some attacks has longer cool down than others, like Trojan/Vanaduke's Charge (not followed by Sword Slam), Vanaduke's Fire Snake, Greaver's Attack, etc.
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'''Versus One Monster''' Based on my experience, the safest way to kill monsters is either:
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# Trigger monster attack, dodge, and attack back. You don't need to wait for monster to finish its attack. As soon as you are in the safe position, you could release attack.
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# Trigger monster attack, and interrupt to cancel their attack. However, a certain amount of damage is needed to flinch/interrupt it. I'll explain Flinch further below.  
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'''Versus Multiple Monsters''' is about the same as versus one monster but you need to take attention more than one monster. Also, you should exploit bullets explosion feature in this situation. On zombie swarm, mostly you need to take attention on first 2 nearest zombie. These 2 could hurt you while the other zombies attack would be blocked by these 2 zombies.
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'''Flinch'''
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At certain attack applied, monster would flinch and cancel whatever they charge. On swords, only final swing and charge attack would counts. Charge attack has slightly better effect to flinch monster. Most guns lacks of final swing by comparison, with some few exception like pulsar's expanded bullets and magnus line. Alchemer charge has disadvantage because only the initial charge bullet counts, the ricochets don't. Meanwhile, Blitz Needle has the most advantage since all 15 charge bullets has the potential to flinch. All bombs has chance to flinch since they are charge attacks. The more members in a party and the deeper the depth, the harder it is to flinch the monster. Shadow Lair monsters is also harder to flinch. Based on depth 25+ (vanguard prestige missions and FSC exclude Shadow Lair), I categorize monsters in these levels:
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#'''Poke''' done by any kind of attack including resistant, vial/pot throwing.
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#: This category shouldn't exist. However, some '''monster attack/action''' could be interrupted by Poke. Scuttlebot's Bullets, Devilite's Throw Projectiles, Greaver's Attack, Oiler/Quicksilver/Toxigel's Tackle, Wolver's Bark, Stunned Snarbolax. Note that scuttlebots, greaver and oiler has only one attack type. Most of the time
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#'''Low''' done by final swing or charge attack that is at least not resistant. Half normal damage (brandish/sealed sword) is also included into non-resistant even though the other part is (ex: Combuster charge still flinches Gremlin).
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#: '''Monster types''': Chromalisk, Wolver, Gun Puppy, Devilite, Trojan, All Gremlin, Jelly (except Tier 3 Jelly full of spikes at RJP), Lichen, Quicksilver/Oiler/Toxigel, Polyp, Howlitzer, Kat, Dreadnaught.
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#'''Moderate''' done by full combo at medium damage bonus or final swing/charge attack at maximum damage bonus, and the monster must be weak from the damage type. (ex: elemental attack against zombie)
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#: Full combo could be either the complete basic attack or charge attack → first swing → final swing. This is the main reason why newbie died a lot times. Most likely they are fit in this scenario. A player equip Vog Cub set without any damage bonus joins in 4 members party. He keep finish his sword combo and still got hurt by Zombies that are charging their attack before. Even worse, after he finish the combo, he used the shield bump that throws the Zombies while they are doing slap animation. The zombie acquired the new move, instead of plain slap. It's now a back-dashing slap that would potentially hurts other teammate on its path.
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#: '''Monster types''': Alpha Wolver, Lumber, Mecha Knight, Retrode, Devilite Overtimer, Lichen Colony, Phantom, Zombie, Almirian Crusader, Royal Jelly.
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#'''High''' done by full bullets of volcanic pepperbox since I have hard time to find monsters in this category, so far only Giant Lichen Colony.
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#'''Impossible''' obviously, Vanaduke.
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Note: monsters would recover from whoever flinch the latest. This means Trojan/Dreadnaught could escape from one-shot-kill blitz charge when somebody else sword charge them. At 2 - 3 party member, these monster types are possible to be flinched by one level below. Solo party has much easier time to flinch almost all types of monsters. On Blitz needle point of view, all these levels only means the amount of charge bullets needed to flinch the monsters. For moderate category, I only need 4 - 6 charge bullets to flinch.
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*[http://www.youtube.com/watch?v=49i_2QtZc8o Blitz Needle versus Trojan]
 
*[http://www.youtube.com/watch?v=49i_2QtZc8o Blitz Needle versus Trojan]
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=Flinch=
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[[Monster]]s could be flinched by final swing (swords) and charge attack, not first swings. Charge attack has slightly stronger effect. [[Handgun]] normally doesn't have final swing except [[Pulsar]]'s expanded bullets and [[Magnus]] line. Alchemer has disadvantage since only initial charge bullet counts, not ricochets. But [[Blitz Needle]] is the most powerful because all 15 charge bullets counts. Bombs only have the charge attacks. The more members in a party and the deeper the depth, the harder it is to flinch the monster. Shadow Lair monsters is also harder. Based on depth 25+ (vanguard prestige missions and FSC exclude Shadow Lair) and 4 party member, I categorize monsters flinched by:
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*'''Poke''' any attacks including resistant, vial/pot throwing. <br />
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:The category shouldn't exist but some '''monster abilities''' could be interrupted by poke such as [[Scuttlebot]]'s Bullets, [[Devilite]]'s Throw Projectiles, [[Greaver]]'s Attack, [[Lichen#Oiler|Oiler]]/[[Lichen#Quicksilver|Quicksilver]]/[[Lichen#Toxigel|Toxigel]]'s Tackle, [[Wolver]]'s Bark, [[Zombie]]'s Breath and Stunned [[Snarbolax]].
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:Note that [[Devilite]], [[Scuttlebot]], [[Greaver]] and [[Lichen#Oiler|Oiler]] has only this attack. One good strategy is to keep spamming attack on them.
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*'''Low''' final swing or charge attack that at least non-resistant. Half normal ([[Brandish]]/[[Sealed Sword]] line) is also non-resistant (ex: [[Combuster]] vs [[Gremlin]] works).
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:'''Monster Types''': [[Chromalisk]], [[Wolver]] except [[Wolver#Alpha_Wolver|Alpha]], [[Gun Puppy|Puppy]], [[Devilite]], [[Trojan]], [[Gremlin]], [[Jelly]] except [[Jelly#Rock Jelly Cube|Rock]],  [[Jelly#Royal Jelly|Royal]] and [[Clockworks#Tier_3|Tier 3]] [[Jelly]] at [[Royal Jelly Palace|RJP]], [[Lichen]] except [[Lichen#Lichen Colony|Colony]], [[Kat]], [[Deadnaught]].
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*'''Moderate''' full combo at medium damage bonus or final swing/charge attack at max! damage bonus, and must be the correct damage type. (ex: elemental against Zombie)
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:Full combo is either the regular basic attacks or charge attack → first swing → final swing combo. This category is the main reason why newbie having hard times. Ex: A player wearing Vog Cub set with no damage bonus joins in 4 members party. He always finishes combo but still got hurt by Zombies that charge their attack before. Even worse, he use shield bump after finishing combo that throws Zombies while they are attacking. In this case, Zombie acquired the new move, Back-Dashing Swipe instead of plain Swipe that can hurt teammate on the path.
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:'''Monster types''': [[Wolver#Alpha_Wolver|Alpha Wolver]], [[Lumber]], [[Mecha Knight]], [[Retrode]], [[Devilite]] Overtimer, [[Jelly#Rock Jelly Cube|Rock Jelly]], [[Lichen#Lichen Colony|Lichen Colony]], [[Phantom]], [[Zombie]], [[Almirian Crusader]], [[Jelly#Royal Jelly|Royal Jelly]].
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*'''High''' [[Volcanic Pepperbox]] Charge since only [[Lichen#Giant_Lichen_Colony|Giant Lichen Colony]] fits in this category.
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*'''Impossible''' obviously, [[Vanaduke]].
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Note: monsters would recover from the latest flinch. This means [[Trojan]]/[[Deadnaught]] can escape from one-shot-kill [[Blitz Needle]] charge when other player sword charge at them. On [[Blitz Needle]] point of view, these categories only means different amount of charge bullets. I need about 4 - 6 charge bullets to flinch [[Zombie]].
  
 
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=Conclusion: Blitz Needle only, Proto Solo at Firestorm Citadel=
==Blitz Needle only, Proto Solo at Firestorm Citadel==
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These videos are to summarize this wiki page in hope that you could do similar challenge after learning all of these. I used [[Blitz Needle at Clockworks#Understanding Handgun Behavior|bullet exposion]] feature many times for double kill, used [[Blitz Needle at Clockworks#Versus One Monster|both]] dodge and interruption strategies especially to interrupt [[Lichen#Oiler|Oiler]] and [[Jelly#Ultra Blast Cube|Blast Cube]] (each attack make my heart skip, cries), I tried to [[Blitz Needle at Clockworks#Versus Multiple Monsters|target both]] 2 nearest Zombies within one charge, and I always use [[Blitz Needle at Clockworks#Action List (also works on all types of swords and guns)|shield cancel]]. I also wanted to point out that ASI, CTR and Damage UV is not mandatory. I skipped Depth 28 since someone have uploaded better challenge and game play. You can type "proto solo" at youtube search bar to look up his video.
I just wanted to point out that ASI, CTR and Damage UV is not necessary in these videos. I miss out Depth 28 since someone have uploaded better challenge and game play. You can type "proto solo" at youtube search bar to look up his video.
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*[http://www.youtube.com/watch?v=kTMKWKl3cTQ Depth 24]
 
*[http://www.youtube.com/watch?v=kTMKWKl3cTQ Depth 24]
 
*[http://www.youtube.com/watch?v=uZ72rw5zy48 Depth 25]
 
*[http://www.youtube.com/watch?v=uZ72rw5zy48 Depth 25]
 
*[http://www.youtube.com/watch?v=Msvh50pGx3Y Depth 26]
 
*[http://www.youtube.com/watch?v=Msvh50pGx3Y Depth 26]
 
*[http://www.youtube.com/watch?v=vmBEp0LSEvc Depth 27]
 
*[http://www.youtube.com/watch?v=vmBEp0LSEvc Depth 27]

Latest revision as of 19:54, 10 November 2013

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If you disagree, discuss your concerns on the the talk page before editing.

Understanding Handgun Behavior

Rocket Explosion

Recall when you were at Ironclaw Munitions Factory, you defended an incoming rocket. It hit the shield and exploded. The explosion also hurts unaware party member close to you. Handgun behaves similar to rocket. The bullets either hit an object or reach the maximum range, and exploded. Bullet does not deal damage, but the explosion does. Bullets normally does not destroy Grass, or Puppy's Rocket except either in maximum range or near wall (explode earlier). Hence, Handguns or even all weapons in Spiral Knights does Area of Effect (AoE) damage. The AoE is not necessarily big like Polaris. Blitz Needle bullets explosion is like 50 times smaller than Polaris.

Benefit: If you are capable to kill Zombie in one shot Blitz Needle charge, you are also capable to kill two or three Zombies close to each other by aiming right in the middle of crowd (auto target off). The explosion is not always at the exact position where the bullets disappear. The bullets can disappear in one side of Force Fields but explode at the other side. It also bypass Gremlin Mortafire's shield (not sure on other shield monsters).

Disadvantage: Sometimes the bullet explosion location is behind the location bullets disappear that they can't break blocks or deal damage. Hate Knock Back Blitz Needle AoE is too tiny that even a small knock back on targeted monster would cancel few bullets damage, then you need to re-charge again. The monster get away because of some delay between disappearing bullets and the explosion. Bullets hit the target, however the explosion could not reach monsters. In Blitz Needle case, there will be less damage numbers than it supposed to. (e.g. 6 numbers instead of the usual 15 numbers per charge)

Basic Attack vs Charge Attack

Action List (also works on all types of swords and guns)

  1. Basic Attack: Action → Action → Action and so forth
  2. Small Steps In-Between Attack: hold Action → move a little bit → release Action right before it starts Charging
  3. Shield Cancel Attack: Action → hold Defend → Action (give delay between Action to avoid reload)
  4. Switch Attack: Action → hold Defend → Weapon 2 → Weapon 1 → release Defend → Action
  5. Basic Charge: hold Action
  6. Shield Charge: hold Defend → hold Action → delay → release Defend → release Action → hold Defend
  7. "Running" Shield Charge: hold Defend → hold Action → immediately release Defend but still holding Action → move around freely → tap Defend → release Action → Hold Defend

Animation Cancel done by Defend is a common trick used on action video game (ex: Zero's Saber Dash cancel in Megaman). The short Defend animation cancels out the long animation of other moves. Holding Defend could cut these following: basic attacks, charge, taking minerals, finishing typing invisible tablet (open/close recipe/arsenal window), Reviving, standing up from /sit or other /emote (which I recommend you to exploit).

"Running" Shield Charge is the best move since it gives most freedom movements, while basic attacks stop you mostly.
The comparison on what happening on these actions:

Basic Attack (Action → Action): Longer StanceShoot BulletsShoot BulletsReload
"Running" Shield Charge (above): DefendMove AroundInstant DefendLong, Long ChargeShorter StanceLonger Shoot BulletsReload

Red means stop or stationary.
Blue means movement with penalty (50%).
Green means movement without penalty.

Note: In this video, I keep holding move right while doing action list so that you could see clearly when I could move.

Charge Attack Damage equals to 5 times of Basic Attack Damage

The damage list of Blitz Needle against Wolver at Guild Training Hall tier 3: Charge Attack = 229 * 15 = 3435. Basic Attack = 6 * 110 = 660. Damage comparison = 3435 / 660 = 5.2. Duration time needed for one charge with CTR:Med (from heat level 10) is about two full combo (4 basic attack). Damage comparison = 5.2 / 4 = 1.3. CTR:Max! is about one and half combo (3 shot). Damage comparison = 5.2 / 3 = 1.7. The damage gap difference is even higher with Damage Bonus. It's even higher when using Bullet Explosion feature. ASI made both action faster.

Don't hold Charge too long

Simply because of less dps (damage per second). You could release charge as soon as you find a safe position. Ex: you are waiting a good position to kill Trojan. You hold charge more than 10 seconds because it was far away. In the other case, you could release charge and kill one - two Zombies, and recharge again for Trojan within the same 10 seconds duration.

Bullets triggers Dodge

Few types of monsters, Chromalisk, Thwacker, Mender, Demo, Devilite and Wolver, have dodge ability when bullets come near. Both Basic Attacks and Charge initiates dodge however Charge is better. Monsters have slower response on charge (I think it's) because of shorter stance before actually shooting bullets. The charge bullets can also flinch monster and stop their dodge animation.

General Info about Monsters

Monster's Target Priority

  1. The most damage dealer within Monster's sight range. The non-damage type like mist bomb's status effect, and damage absorbed by shield (Trojan etc) also counts. Most of the time Monsters target mist bomber until get high damage from others.
  2. The first damage dealer when two or more players deal the same damage.
  3. The nearest when no damage applied.

Monster "special" abilities

  • Zombie's Lunge, Trojan's Charge and Sword Slam require the target (close to) stationary/stop. It does not need to be long time, but only a split second is enough. Keep moving prevents the monsters to use these attacks.
  • Most Monsters can't keep track the target after they charge. They will attack in the same position the target was even though the target moved. Few monsters exception are Devilites, Mecha Knights/Phantom/Almirian Crusader, Greaver, Snarbolax's Bite, Oiler (Oiler doesn't track but it slides and makes curve-path attack).
  • Mecha Knight/Phantom/Almirian Crusader's Charge Attack could be cancelled by Shock or Stun Status Effect.
  • All Monster attacks have cool down, idle time needed to use another attack. Some attacks has longer cool down than others, Trojan/Vanaduke's Charge (not followed by Sword Slam), Vanaduke's Fire Snake, Greaver's Attack, etc.

Dealing with Monsters

Versus One Monster

The safest way to kill monsters is either:

  1. Trigger Monster attack (to enforce cool down), dodge, and attack back. You don't need to wait monster finishing attack. You could attack immediately when on the safe position.
  2. Trigger Monster attack, and interrupt to cancel their attack. To interrupt, you need to flinch the monster. (explanation later)

Versus Multiple Monsters

The strategy is the same as above but you need to take attention more than one monster. You probably need to trigger attack most of the monsters. Also, you should exploit Bullet Explosion feature. On zombie swarm, mostly you need to care on first 2 nearest Zombies. These 2 could hurt you while the other Zombies would be blocked by these 2 Zombies. The safest way on Monsters group is keeping your position outside the group, only approach with powerful (charge) attack and keep away. You would have hard time when Monsters comes at you on both opposites sides.

Flinch

Monsters could be flinched by final swing (swords) and charge attack, not first swings. Charge attack has slightly stronger effect. Handgun normally doesn't have final swing except Pulsar's expanded bullets and Magnus line. Alchemer has disadvantage since only initial charge bullet counts, not ricochets. But Blitz Needle is the most powerful because all 15 charge bullets counts. Bombs only have the charge attacks. The more members in a party and the deeper the depth, the harder it is to flinch the monster. Shadow Lair monsters is also harder. Based on depth 25+ (vanguard prestige missions and FSC exclude Shadow Lair) and 4 party member, I categorize monsters flinched by:

  • Poke any attacks including resistant, vial/pot throwing.
The category shouldn't exist but some monster abilities could be interrupted by poke such as Scuttlebot's Bullets, Devilite's Throw Projectiles, Greaver's Attack, Oiler/Quicksilver/Toxigel's Tackle, Wolver's Bark, Zombie's Breath and Stunned Snarbolax.
Note that Devilite, Scuttlebot, Greaver and Oiler has only this attack. One good strategy is to keep spamming attack on them.
Monster Types: Chromalisk, Wolver except Alpha, Puppy, Devilite, Trojan, Gremlin, Jelly except Rock, Royal and Tier 3 Jelly at RJP, Lichen except Colony, Kat, Deadnaught.
  • Moderate full combo at medium damage bonus or final swing/charge attack at max! damage bonus, and must be the correct damage type. (ex: elemental against Zombie)
Full combo is either the regular basic attacks or charge attack → first swing → final swing combo. This category is the main reason why newbie having hard times. Ex: A player wearing Vog Cub set with no damage bonus joins in 4 members party. He always finishes combo but still got hurt by Zombies that charge their attack before. Even worse, he use shield bump after finishing combo that throws Zombies while they are attacking. In this case, Zombie acquired the new move, Back-Dashing Swipe instead of plain Swipe that can hurt teammate on the path.
Monster types: Alpha Wolver, Lumber, Mecha Knight, Retrode, Devilite Overtimer, Rock Jelly, Lichen Colony, Phantom, Zombie, Almirian Crusader, Royal Jelly.

Note: monsters would recover from the latest flinch. This means Trojan/Deadnaught can escape from one-shot-kill Blitz Needle charge when other player sword charge at them. On Blitz Needle point of view, these categories only means different amount of charge bullets. I need about 4 - 6 charge bullets to flinch Zombie.

Conclusion: Blitz Needle only, Proto Solo at Firestorm Citadel

These videos are to summarize this wiki page in hope that you could do similar challenge after learning all of these. I used bullet exposion feature many times for double kill, used both dodge and interruption strategies especially to interrupt Oiler and Blast Cube (each attack make my heart skip, cries), I tried to target both 2 nearest Zombies within one charge, and I always use shield cancel. I also wanted to point out that ASI, CTR and Damage UV is not mandatory. I skipped Depth 28 since someone have uploaded better challenge and game play. You can type "proto solo" at youtube search bar to look up his video.

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