Difference between revisions of "Spike"

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(Created page with "To spike a monster generally means using an important quantity of resources for a single fight (Usually a boss). To its larger extent, the definition of theses resources could b...")
 
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To spike a monster generally means using an important quantity of resources for a single fight (Usually a boss).
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To spike a foe usually means using an '''important quantity of resources''' for a '''single fight''' (usually a boss).
  
To its larger extent, the definition of theses resources could be anything :
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To its larger extent, these resources could be anything :
  
* Monster Xp (for level-up's, see popcorn)
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* Monster Xp (for level-up's, see [[popcorn]])
 
* Potions
 
* Potions
 
* Piety
 
* Piety
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* Death protections
 
* Death protections
 
* Blood pools
 
* Blood pools
* Gold (when it provides a temporary effect, such as the globe)
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* 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...
 
* well anything else you can make use of, and that is in limited quantity...
  
  
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. The devs do advise against overusing the term as it's not specific enough on it's own. Even the people who came up with it agree, but find it usefull in discussions about theory and moments where a particular spike doesn't have a catchy nickname yet and has to be described by how it's performed.
  
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An idea behind "spiking" is that a run cycles through 2 phases:
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* '''The setup''', during which the player explores the dungeon and hoards/saves various resources
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* '''The execution''', during which the player spikes tough opponents, boss or bosses, consuming an important part of these resources.
  
There has been a [http://www.qcfdesign.com/forum/viewtopic.php?f=3&t=3088&start=20 debate] on the exact meaning on spiking.
 
  
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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Since any execution can be seen as a spike, it's only ever used when it seems practical so you'll run into it when someone wants to:
  
An idea behind the wider definition of "spiking" is that a dungeon is being played in 2 phases :
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* note when he used potions instead of conserving them
* '''The setup''', during which the player explores the dungeon and hoards/saves various resources
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* point out when he used a god in a fight rather than for buildup (most gods have a "spiking" boon)
* '''The final fight''' (or fightS), during which the player spikes the boss, consuming an important part of these resources.
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* point out that he didn't care about how many resources it took to take down a foe
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* someone wants to point out that a character isn't into regen-fighting*
  
  
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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.* Because it's a convention to differentiate between "spikers" and "regen fighters".

Revision as of 18:05, 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. The devs do advise against overusing the term as it's not specific enough on it's own. Even the people who came up with it agree, but find it usefull in discussions about theory and moments where a particular spike doesn't have a catchy nickname yet and has to be described by how it's performed.

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.


Since any execution can be seen as a spike, it's only ever used when it seems practical so you'll run into it when someone wants to:

  • note when he used potions instead of conserving them
  • point out when he used a god in a fight rather than for buildup (most gods have a "spiking" boon)
  • point out that he didn't care about how many resources it took to take down a foe
  • someone wants to point out that a character isn't into regen-fighting*


.* Because it's a convention to differentiate between "spikers" and "regen fighters".