Using the information in this table will help you to adjust your equipment strategically to do damage types that your expected foes are weak to, or stick with normal damage, which all monsters resist at the same rate.Ī Silkwing healing a Jelly Cube showing numbers (left), and a Silkwing healing a Lumber without numbers (right) Each member of that family shares the same damage resistances, so if a Zombie happens to be weak to elemental damage, a Spookat will be as well. In tier 3, some monster attacks deal normal damage, some deal a mixture of normal and another damage type, and some attacks deal pure damage of a non-normal type.Įach of the six monster families has a damage type they are weak to, one they are neutral to and one they are strongly resistant to. All monster attacks deal at least partially normal damage. In tier 2, some monster attacks deal normal damage, and some deal a mixture of normal and another damage type. In tier 1, all monster attacks deal normal damage only, regardless of the telegraphed circle's color at the enemy's feet. For example, a fiery sword may output 25 normal damage and 25 elemental damage with each strike. This is basically treated as two attacks happening simultaneously. Similarly, all defense gained from gear can be categorized into these damage types.Īttacks may have a dual damage type. Damage bonuses are cumulative in additive fashion, and each level grants approximately a 7% bonus.Īll standard damage in Spiral Knights can be categorized into one of four types of damage. Damage bonuses can be either global, effective versus all enemies, or specific, as is the case with Radiant Sun Shards. This is most noticeable against the Royal Minis in the Royal Jelly Palace.ĭamage bonuses are abilities that can be found inherently on some equipment, such as the bonus versus Fiends on Radiant Sun Shards, or in the form of unique variants. In certain conditions, the color of the damage numbers(grey/blue/golden) will incorrectly represent the amount of relative damage that was done. This will be in addition to the color indicators described above. If the damage dealt is much higher than the baseline, then the numbers will appear large-sized and brown. If the damage dealt is around the baseline, the numbers will appear normal-sized and blue. If a monster is resistant to a damage type compared to baseline, the numbers will appear small and gray. The color and size of the numbers depends on the amount of damage done to monsters. There is a "Show Attack Damage" checkbox in your options if you wish to see numbers for your damage being dealt. If the monster is weak against a damage type, then the hit will be golden with stars popping out. If the monster has an average resistance to a damage type, the hit will appear blue. If a monster is resistant to a damage type, the hit will appear gray. The color depends on the amount of damage done to monsters. When dealing damage by attacking monsters with weapons, each individual knight will see what damage they are doing in the form of colors coming from the monster(s) that has been hit. For instance, knights wearing most 1 and 2 star armors can very reliably walk over spike traps of any tier and survive if they have 1.5 bars of health, however a player wearing Ancient Plate Mail cannot. Which hazards and players can be hit by and still survive using this method has remained largely untested, although different armors (not necissarily better ones, however) tend to do this to different degrees. In some circumstances, a knight with at least 1.5 bars of health may survive an otherwise fatal attack with 1 bar of health remaining. The color of the damage bar indicates the type of damage taken: red for normal, yellow for piercing, green for elemental, and purple for shadow. There are four types of damage a knight can take when facing monsters. However, this is not the minimum damage a knight can receive: Each health bar represents 40 points of damage, rounded. Each damage bar represents 1/4 of a health bar worth of damage, rounded up. When taking damage, a knight will see a visual indicator of colorful damage bars coming out of their knight. Damage Numbers: Dealing little damage is in small gray numbers (left), a normal amount of damage is in normal sized blue outlined numbers (middle), and dealing much more damage is in large brown outlined numbers (right).
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