Difference between revisions of "User:Silverhawkes/Flash charging with Mixmaster"

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(still a WIP)
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This page details the effects of flash charging with '''[[Overcharged Mixmaster]]''' or '''[[Celestial Orbitgun]]'''.
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This page details the effects of flash charging with {{Equip|Overcharged Mixmaster}} or {{Equip|Celestial Orbitgun}}. For simplicity, "'''Mixmaster'''" will refer to both handguns in this page.
  
 
==What is flash charging?==
 
==What is flash charging?==
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* Using [[Maskeraith]]'s [[Deadly Shadow Cloak]] skill.
 
* Using [[Maskeraith]]'s [[Deadly Shadow Cloak]] skill.
 
* Using [[Drakon]]'s [[Frenzied Firestorm]] skill.
 
* Using [[Drakon]]'s [[Frenzied Firestorm]] skill.
* Applying or removing Attack Speed Increase bonus or Attack Speed Decrease bonus, through sprite perks, trinkets, or equipment bonuses (such as [[Swiftstrike Buckler]]).
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* Applying or removing Attack Speed Increase bonus or Attack Speed Decrease penalty, through sprite perks, trinkets, or equipment bonuses (such as [[Swiftstrike Buckler]]).
  
 
For clear reasons, the last option is not particularly viable – the only notable combat floor that allows knights to freely change equipment is [[Unknown Passage]]. Similarly, the first option requires knights take damage from enemies that can inflict stun. As such, it is not a desirable method to perform flash charging. However, it's still important to keep in mind so that it could be exploited should the situation arises.
 
For clear reasons, the last option is not particularly viable – the only notable combat floor that allows knights to freely change equipment is [[Unknown Passage]]. Similarly, the first option requires knights take damage from enemies that can inflict stun. As such, it is not a desirable method to perform flash charging. However, it's still important to keep in mind so that it could be exploited should the situation arises.
  
When the attack speed changes mid-attack, the attack is interrupted and a second attack occurs instantly afterwards (as well as all associated effects). The attack animation will continue playing until its conclusion, however, it will no longer generate any hitboxes. Therefore, timing is key in exploiting this bug.
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When a knight's attack speed modifier changes mid-attack, the attack is interrupted and a second attack occurs instantly afterwards (as well as all associated effects). The attack animation will continue playing to its conclusion, however, it will no longer generate any hitboxes. Therefore, timing is key in exploiting this bug. There's a catch, though – not all weapons behave the same way when flashed, which brings us to the next section.
 
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There's a catch, though – not all weapons behave the same way when flashed, which brings us to the next section.
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==Flash charging with Mixmaster?==
 
==Flash charging with Mixmaster?==
When flashed, Mixmaster's charge doesn't simply get duplicated – its exact behavior is not precisely known, but observations suggest that it teleports instantly to a corner towards the direction of aim, no matter how far, even if there's obstacles along the way. Corners can be made by level geometry, blocks, entities, and even monsters. On top of this odd behavior, objects hit by the charge behaves strangely as well. To explain this behavior, observing "normal" behavior under standard flashing is necessary.
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It was previously mentioned that when an attack is flashed, the second attack occurs instantly. This glosses over the fact that all associated effects with the second attack also happen instantly; any status inflicted expires instantly – e.g. causing thaw damage with Freeze weapons, as well as causing "death" animations (hereafter referred to as ''despawn'' animation) to be skipped, in a sense. This applies more generally to exploration entities as well. For example, timed explosive blocks detonate instantly when hit by a flashed attack. The same cannot be said, however, for flashed Mixmaster charges.
  
 
[[file:Lumber_normal_death.gif|frame|left|Lumber despawning under normal conditions]]
 
[[file:Lumber_normal_death.gif|frame|left|Lumber despawning under normal conditions]]
 
[[file:Lumber_flashed_death.gif|frame|left|Lumber despawning via flashed charge]]
 
[[file:Lumber_flashed_death.gif|frame|left|Lumber despawning via flashed charge]]
When an attack is flashed, it was previously mentioned that the second attack occurs instantly. This glosses over the fact that all associated effects with the second attack also happen instantly; any status inflicted expires instantly – e.g. causing thaw damage with Freeze weapons, as well as causing "death" animations (hereafter referred to as despawn animation) to be skipped, in a sense. This applies more generally to exploration entities as well. For example, timed explosive blocks detonate instantly when hit by a flashed attack.
+
When flashed, Mixmaster's charge doesn't simply get duplicated – its exact behavior is not precisely known, but observations suggest that it teleports instantly to a corner towards the direction of aim, no matter how far, even if there's obstacles along the way. Corners can be made by level geometry, blocks, entities, and even monsters. On top of this odd behavior, objects hit by the charge behaves strangely as well. They do not simply skip despawn animations, should the charge deplete their HP.
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 +
Tests seem to indicate that enemies hit by (and dying to) a Mixmaster charge get stuck in the death animation – it plays as normal, but is stopped at the end. The enemy then takes a while to despawn, taking upwards to 30 minutes in one case; I settled on calling this status being '''in limbo'''. In this state, the enemy is impervious to damage and any (status) effect. However, if it has a passive effect – such as [[Alpha Wolver]]'s attack boost or [[Silkwing]]'s passive healing – will persist until the enemy despawns for good. Enemies in limbo are considered to still be alive by the game, hence, respawn pads will not spawn more monsters while its associated monster is in limbo (effectively disabling the pads), and monster doors will stay closed until the monster leaves limbo (most likely hindering progress).
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==Effects on monsters==
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…
  
To be continued…
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==Effects on other entities==
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…

Revision as of 17:11, 5 September 2018

This page details the effects of flash charging with Equipment-Overcharged Mixmaster icon.png Overcharged Mixmaster or Equipment-Celestial Orbitgun icon.png Celestial Orbitgun. For simplicity, "Mixmaster" will refer to both handguns in this page.

What is flash charging?

Flash charging with Blitz Needle
Flash charging with Divine Avenger

Flash charging (or flashing) is a bug that happens when a knight's attack speed changes during an attack animation. There are four ways to achieve this.

For clear reasons, the last option is not particularly viable – the only notable combat floor that allows knights to freely change equipment is Unknown Passage. Similarly, the first option requires knights take damage from enemies that can inflict stun. As such, it is not a desirable method to perform flash charging. However, it's still important to keep in mind so that it could be exploited should the situation arises.

When a knight's attack speed modifier changes mid-attack, the attack is interrupted and a second attack occurs instantly afterwards (as well as all associated effects). The attack animation will continue playing to its conclusion, however, it will no longer generate any hitboxes. Therefore, timing is key in exploiting this bug. There's a catch, though – not all weapons behave the same way when flashed, which brings us to the next section.

Flash charging with Mixmaster?

It was previously mentioned that when an attack is flashed, the second attack occurs instantly. This glosses over the fact that all associated effects with the second attack also happen instantly; any status inflicted expires instantly – e.g. causing thaw damage with Freeze weapons, as well as causing "death" animations (hereafter referred to as despawn animation) to be skipped, in a sense. This applies more generally to exploration entities as well. For example, timed explosive blocks detonate instantly when hit by a flashed attack. The same cannot be said, however, for flashed Mixmaster charges.

Lumber despawning under normal conditions
Lumber despawning via flashed charge

When flashed, Mixmaster's charge doesn't simply get duplicated – its exact behavior is not precisely known, but observations suggest that it teleports instantly to a corner towards the direction of aim, no matter how far, even if there's obstacles along the way. Corners can be made by level geometry, blocks, entities, and even monsters. On top of this odd behavior, objects hit by the charge behaves strangely as well. They do not simply skip despawn animations, should the charge deplete their HP.

Tests seem to indicate that enemies hit by (and dying to) a Mixmaster charge get stuck in the death animation – it plays as normal, but is stopped at the end. The enemy then takes a while to despawn, taking upwards to 30 minutes in one case; I settled on calling this status being in limbo. In this state, the enemy is impervious to damage and any (status) effect. However, if it has a passive effect – such as Alpha Wolver's attack boost or Silkwing's passive healing – will persist until the enemy despawns for good. Enemies in limbo are considered to still be alive by the game, hence, respawn pads will not spawn more monsters while its associated monster is in limbo (effectively disabling the pads), and monster doors will stay closed until the monster leaves limbo (most likely hindering progress).

Effects on monsters

Effects on other entities

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