Difference between revisions of "Defense"

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(Created page with 'Your '''defense''' is the amount by which you reduce incoming damage. == Defense from Armor sets == Armor provides 5 distinct levels of defense. This page will refer to …')
 
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Your '''defense''' is the amount by which you reduce incoming [[damage]].
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Every knight and monster carries some amount of '''defense''' against each [[damage]] type. Defense reduces the amount of damage received in an attack. For large attacks, the net damage incurred by the target is simply the gross damage inflicted by the attacker, minus the defense of the target. For smaller attacks, the relationship between net and gross damage is more complicated and not yet completely understood by the players of ''Spiral Knights''.
  
== Defense from Armor sets ==
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== Knight Defense ==
[[Armor]] provides 5 distinct levels of defense. This page will refer to these as 'base', 'class', 'special', 'plate' and 'heavy plate'.
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A knight's defenses are primarily determined by his (or her) [[armor]]. Based on measurements of 5-star armors, in [[Lockdown]] at depth 25, it seems that armor can provide five distinct levels of defense:
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*"Base'" defense is the lowest amount — for example, the piercing defense on [[Skolver Coat]]. A full set (both pieces) of base defense armor has been measured at 125 defense points.
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*"Class" defense is the second most common amount of defense — for example, the normal defense on [[Skolver Coat]]. A full set of class armor has been measured at 142.
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*"Special" defense is seen on defensive armor sets — for example, the piercing defense on [[Royal Jelly Mail]]. A full set has been measured at 150.
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*"Plate" defense can be seen in the normal defense of [[Volcanic Plate Mail]], for example. It has been measured at 201 for a full set.
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*"Heavy plate" defense can be found only on the [[Ancient Plate Mail]]/[[Ancient Plate Helm|Helm]]. It has been measured at 301 for a full set.
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The numbers are different for other depths and other star rankings, but the ratios remain representative. In addition to armor, there are several other sources of defense for knights:
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*5-star defense [[trinket]]s have been measured at 32 for a pair of trinkets at depth 25.
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*Defense from [[unique variant]]s have been measured at 52 for a double max at depth 25.
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*[[Battle Sprite|Battle sprite]] perks are equal to UVs.
  
All numbers are measured at depth 25, within Lockdown, for 5* armors. The numbers are different for other depths and other star rankings, but the ratios remain representative.
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In Lockdown, all knights have a minimum amount of defense for each damage type. Defenses below this amount gets increased to said limit. For Tier 3 Lockdown, this is around 100 defense. For Tier 2, it's around 42.
*'Base' defense is the lowest amount. A full set of base defense, (two pieces), have been measured at 125.
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*'Class' defense is the second most common amount of defense. A full set of class armor have been measured at 142.
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*'Special' defense is seen on defensive armor sets. A full set has been measured at 150.
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*'Plate' defense is seen for the normal defense on the plate sets of armor. It has been measured at 201 for a full set.
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*'Heavy plate' can only be found on the [[Ancient Plate Helm]] and [[Ancient Plate Helm]]. It's been measured at 301 for a full set.
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== Defense from other sources. ==
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== Monster Defense ==
  
*5* defense trinkets have been measured at 32 for a pair of trinkets at depth 25.
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Monster defenses increase with depth. For each depth, there is a fixed "base defense value". This value is the difference between no defense ([[Lost Soul|lost souls]] and [[howlitzer]] heads) and weak defense (for example, elemental damage against [[undead]]). This value is also the difference between weak defense and moderate defense (for example, shadow against [[construct]]s). Strong defense (for example, piercing against slimes) is not yet fully understood.
*Defense from UVs have been measured at 52 for a double max at depth 25.
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*The Battle Sprite perks are equal to UVs.
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== Monster defense ==
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Monsters have a fixed amount of defense depending on depth. Neutral defense will always be double of weak defense, but it can vary on a depth depending on buffs and debuffs from [[poison]], [[yesman]]s, [[danger room]]s and similar buffs. It is not yet known how much strong defense monsters have, nor is it certain if strong defense utilizes the same formula as weak and neutral.
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Here are some measured defense numbers. They are not exact, as the actual amounts are not integers. Instead, they are displayed as minimum for the first depth and a maximum for the last depth of a stratum.
 
Here are some measured defense numbers. They are not exact, as the actual amounts are not integers. Instead, they are displayed as minimum for the first depth and a maximum for the last depth of a stratum.
 
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{{SKDamageTable|state=uncollapsed|
{{SKDamageTable|state=collapsed|
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{{SKNewRow}}
 
{{SKNewRow}}
 
{{SKCell2||background=#114255}}  {{SKCell2|'''Weak defense'''|background=#FDEE39|2=center|4=6}}
 
{{SKCell2||background=#114255}}  {{SKCell2|'''Weak defense'''|background=#FDEE39|2=center|4=6}}
 
{{SKDamageRow|Defense|5-9|11-15|19-27|30-38|44-57|65-82}}
 
{{SKDamageRow|Defense|5-9|11-15|19-27|30-38|44-57|65-82}}
 
{{SKNewRow}}
 
{{SKNewRow}}
{{SKCell2||background=#114255}}  {{SKCell2|'''Neutral defense'''|background=#8CCAFE|2=center|4=6}}
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{{SKCell2||background=#114255}}  {{SKCell2|'''Moderate defense'''|background=#8CCAFE|2=center|4=6}}
 
{{SKDamageRow|Defense|10-17|23-30|39-53|61-75|89-114|130-164}}
 
{{SKDamageRow|Defense|10-17|23-30|39-53|61-75|89-114|130-164}}
 
{{SKNewRow}}
 
{{SKNewRow}}
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}}
 
}}
  
Some monsters are exceptions to this. [[Oiler]]s that are lit on fire get their elemental defense increased to strong defense. [[Lord Vanaduke]] has his own amount of defenses, not being tied to any family. These values are 150 piercing, 180 normal, 200 elemental and 200 shadow. His mask has 150 normal, 180 normal, 200 elemental, shadow and piercing defense.
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Almost all monsters carry moderate defense against normal and one other damage type, weak defense against one damage type, and strong defense against one damage type. These types are determined entirely by the monster's family. However, there are a few exceptions. [[Oiler]]s that are lit on fire get their elemental defense increased to strong defense. [[Lord Vanaduke]] does not belong to any family, and he has his own custom defenses: 180 normal, 150 piercing, 200 elemental, and 200 shadow. His mask has 150 normal and 200 piercing, elemental, and shadow defense.
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Defenses can vary further depending on buffs and debuffs from [[poison]], [[Yesman|yesmen]], [[danger room]]s, etc.
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== Large Attacks ==
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When the gross damage inflicted in an attack is greater than twice the defense of the target, the net damage incurred by the target is simply their difference:
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:net damage = gross damage - defense.
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 +
When there is more than one damage type on a weapon, each damage type is treated independently, to produce a net damage value. Then the net damage values are added up, for a total net damage.
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For example, suppose that you find yourself on a Clockworks level where the standard monster defense value is 65. So a [[beast]] has 130 normal defense, 65 piercing defense, some large amount of elemental defense, and 130 shadow defense.
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* Your normal sword does 400 gross damage, for net damage of 400 - 130 = 270 against the beast.
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* Your piercing sword does 400 gross damage, for net damage of 400 - 65 = 335.
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* Your normal+shadow sword does 550 gross damage, evenly split between its two damage types. The net damage is therefore (275 - 130) + (275 - 130) = 145 + 145 = 290.
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== Small Attacks ==
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The relationship is more complicated when gross damage is less than twice the defense. We can be certain that
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:net damage < gross damage / 2,
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but we do not understand much more than that. The practical effect of defense seems to diminish as the defense approaches gross damage.
  
== The Formula ==
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== Difficulty Setting Notes ==
  
When ''raw damage > 2x defense'', final damage is simply calculated as
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While the exact influence is unknown, the [[Difficulty]] setting does influence defense values.
  
'''Final damage = raw damage - defense'''
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On normal difficulty, a knight can select incorrect armor and still have a non-zero defense against monster attacks. This is thought to explain the "base" defense observed in lockdown.
  
It gets more complicated when ''raw damage'' is less than ''2x defense''. We can be certain that the final damage will be less than ''(raw damage / 2)'', but beyond that, we can't be certain. Defense starts off being more effective when ''raw damage'' is close to ''2x defense'', but it diminishes as the ''defense' grows larger compared to ''raw damage''.
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On elite difficulty, knights can select armor such that they achieve a 0 defense value.
  
== A practical example ==
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== References ==
  
Depth 24, the raw damage of both [[Leviathan Blade]] and [[Final Flourish]] is 324. Upon attacking a [[wolver]] with the Flourish, which has about 65.5 piercing defense, the final damage turns out to be 258. When attacking a [[gremlin]], which has about 131 normal and piercing defense, the final damage comes out to 193. Defense is applied after damage bonus from [[abilities]] and other sources.
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This article is a synthesis of various player research projects, including:
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* [http://forums.spiralknights.com/en/node/75702 Private Training Hall measurements]
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* [http://forums.spiralknights.com/en/node/78468 Damage measurements against Lost Souls], which have no defense
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* [http://forums.spiralknights.com/en/node/97633 Damage measurements against Howlitzer Heads], which have no defense
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* [http://forums.spiralknights.com/en/node/90606 Lockdown defense measurements]
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* [http://forums.spiralknights.com/en/node/93788 The thread about the creation of this page], which holds further links
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* [http://forums.spiralknights.com/en/node/94227 Shankle damage against shields], which identifies shield HP values and identifies how armor is influenced with difficulty

Latest revision as of 17:32, 9 June 2020

Every knight and monster carries some amount of defense against each damage type. Defense reduces the amount of damage received in an attack. For large attacks, the net damage incurred by the target is simply the gross damage inflicted by the attacker, minus the defense of the target. For smaller attacks, the relationship between net and gross damage is more complicated and not yet completely understood by the players of Spiral Knights.

Knight Defense

A knight's defenses are primarily determined by his (or her) armor. Based on measurements of 5-star armors, in Lockdown at depth 25, it seems that armor can provide five distinct levels of defense:

  • "Base'" defense is the lowest amount — for example, the piercing defense on Skolver Coat. A full set (both pieces) of base defense armor has been measured at 125 defense points.
  • "Class" defense is the second most common amount of defense — for example, the normal defense on Skolver Coat. A full set of class armor has been measured at 142.
  • "Special" defense is seen on defensive armor sets — for example, the piercing defense on Royal Jelly Mail. A full set has been measured at 150.
  • "Plate" defense can be seen in the normal defense of Volcanic Plate Mail, for example. It has been measured at 201 for a full set.
  • "Heavy plate" defense can be found only on the Ancient Plate Mail/Helm. It has been measured at 301 for a full set.

The numbers are different for other depths and other star rankings, but the ratios remain representative. In addition to armor, there are several other sources of defense for knights:

  • 5-star defense trinkets have been measured at 32 for a pair of trinkets at depth 25.
  • Defense from unique variants have been measured at 52 for a double max at depth 25.
  • Battle sprite perks are equal to UVs.

In Lockdown, all knights have a minimum amount of defense for each damage type. Defenses below this amount gets increased to said limit. For Tier 3 Lockdown, this is around 100 defense. For Tier 2, it's around 42.

Monster Defense

Monster defenses increase with depth. For each depth, there is a fixed "base defense value". This value is the difference between no defense (lost souls and howlitzer heads) and weak defense (for example, elemental damage against undead). This value is also the difference between weak defense and moderate defense (for example, shadow against constructs). Strong defense (for example, piercing against slimes) is not yet fully understood.

Here are some measured defense numbers. They are not exact, as the actual amounts are not integers. Instead, they are displayed as minimum for the first depth and a maximum for the last depth of a stratum.

Defense's Damage Table
Stratum 1 Stratum 2 Stratum 3 Stratum 4 Stratum 5 Stratum 6
Weak defense
Defense 5-9 11-15 19-27 30-38 44-57 65-82
Moderate defense
Defense 10-17 23-30 39-53 61-75 89-114 130-164
Strong defense
Defense  ?  ?  ?  ?  ?  ?

Almost all monsters carry moderate defense against normal and one other damage type, weak defense against one damage type, and strong defense against one damage type. These types are determined entirely by the monster's family. However, there are a few exceptions. Oilers that are lit on fire get their elemental defense increased to strong defense. Lord Vanaduke does not belong to any family, and he has his own custom defenses: 180 normal, 150 piercing, 200 elemental, and 200 shadow. His mask has 150 normal and 200 piercing, elemental, and shadow defense.

Defenses can vary further depending on buffs and debuffs from poison, yesmen, danger rooms, etc.

Large Attacks

When the gross damage inflicted in an attack is greater than twice the defense of the target, the net damage incurred by the target is simply their difference:

net damage = gross damage - defense.

When there is more than one damage type on a weapon, each damage type is treated independently, to produce a net damage value. Then the net damage values are added up, for a total net damage.

For example, suppose that you find yourself on a Clockworks level where the standard monster defense value is 65. So a beast has 130 normal defense, 65 piercing defense, some large amount of elemental defense, and 130 shadow defense.

  • Your normal sword does 400 gross damage, for net damage of 400 - 130 = 270 against the beast.
  • Your piercing sword does 400 gross damage, for net damage of 400 - 65 = 335.
  • Your normal+shadow sword does 550 gross damage, evenly split between its two damage types. The net damage is therefore (275 - 130) + (275 - 130) = 145 + 145 = 290.

Small Attacks

The relationship is more complicated when gross damage is less than twice the defense. We can be certain that

net damage < gross damage / 2,

but we do not understand much more than that. The practical effect of defense seems to diminish as the defense approaches gross damage.

Difficulty Setting Notes

While the exact influence is unknown, the Difficulty setting does influence defense values.

On normal difficulty, a knight can select incorrect armor and still have a non-zero defense against monster attacks. This is thought to explain the "base" defense observed in lockdown.

On elite difficulty, knights can select armor such that they achieve a 0 defense value.

References

This article is a synthesis of various player research projects, including:

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