Difference between revisions of "Spike"

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However, there is no consensus to the exact meaning of spiking : a stricter definition would limit it to the fact of spending resources to inflict a short burst of high damages (at the opposite of tanking damages or [[regen-fighting]])
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The devs have given the most concise explanation of spike with: "Draw a graph of damage output, if it spikes, that's a spike.", even though it was the players who came up with the term when trying to map out the different approaches to playing the game.
  
 
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An idea behind "spiking" is that a run cycles through 2 phases:
There has been a [http://www.qcfdesign.com/forum/viewtopic.php?f=3&t=3088&start=20 debate] on the exact meaning of spiking.
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During that debate, the developers expressed their concerns that the wider definition of "spiking" would be too vague and engulf the whole game. They fear that such a broad term would convey poor information and mislead new players : to be of any use, strategic terms should be more specific.
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An idea behind the wider definition of "spiking" is that a dungeon is being played in 2 phases :
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* '''The setup''', during which the player explores the dungeon and hoards/saves various resources
 
* '''The setup''', during which the player explores the dungeon and hoards/saves various resources
* '''The final fight''' (or fightS), during which the player spikes the boss, consuming an important part of these resources.
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* '''The execution''', during which the player spikes tough opponents, boss or bosses, consuming an important part of these resources.
 
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Spiking is mainly used against a boss ; but is also applicable for any other strong foe, against which you have used a large amount of resources.
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Revision as of 14:28, 5 February 2014

To spike a foe usually means using an important quantity of resources for a single fight (usually a boss).

To its larger extent, these resources could be anything :

  • Monster Xp (for level-up's, see popcorn)
  • Potions
  • Piety
  • Exploration (for longer the average regen-fighting)
  • Conversion points (when it provides a temporary effect)
  • Death protections
  • Blood pools
  • Gold (when it provides a temporary effect, such as the crystal ball)
  • well anything else you can make use of, and that is in limited quantity...


The devs have given the most concise explanation of spike with: "Draw a graph of damage output, if it spikes, that's a spike.", even though it was the players who came up with the term when trying to map out the different approaches to playing the game.

An idea behind "spiking" is that a run cycles through 2 phases:

  • The setup, during which the player explores the dungeon and hoards/saves various resources
  • The execution, during which the player spikes tough opponents, boss or bosses, consuming an important part of these resources.