Difference between revisions of "Electrocution"
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==Strategy== | ==Strategy== | ||
− | Since | + | Since this brand deals a flat rate of damage - independent of actual weapon damage - electrocution works best on fast, low [[mindelay]] weapons ([[demon whip]]s, [[quick blade]]s, [[spear]]s, [[whip]]s, etc.). However, even for a "heavy" weapon type, this brand is competitive with the likes of [[flaming]] and [[freezing]]. As a bonus, few enemies resist electricity until you get to [[Zot]] and [[extended]]. |
Electrocution's damage is completely independent from [[AC]]. Elec tends to be favored on faster weapons, though; the weapons themselves are reduced more by AC. | Electrocution's damage is completely independent from [[AC]]. Elec tends to be favored on faster weapons, though; the weapons themselves are reduced more by AC. | ||
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===Comparisons=== | ===Comparisons=== | ||
*[[Distortion]] is a flat effect that always deals more damage and has no resistance. Minor negatives: you can [[banish]] monsters with desirable gear, or [[blink]] them away from you. | *[[Distortion]] is a flat effect that always deals more damage and has no resistance. Minor negatives: you can [[banish]] monsters with desirable gear, or [[blink]] them away from you. | ||
− | *The [[pain brand]] starts to outdamage electrocution starting at | + | *The [[pain brand]] starts to outdamage electrocution starting at 6.5 Necromancy skill. However, pain is resisted by more monster than electrocution. |
==History== | ==History== |
Revision as of 04:20, 12 August 2023
Version 0.30: This article may not be up to date for the latest stable release of Crawl.
The electrocution brand gives weapons a 25% chance to inflict 7 + 1d13
electricity damage per hit, regardless of the damage done by the weapon itself. Electricity resistant monsters do not take any extra damage.
Strategy
Since this brand deals a flat rate of damage - independent of actual weapon damage - electrocution works best on fast, low mindelay weapons (demon whips, quick blades, spears, whips, etc.). However, even for a "heavy" weapon type, this brand is competitive with the likes of flaming and freezing. As a bonus, few enemies resist electricity until you get to Zot and extended.
Electrocution's damage is completely independent from AC. Elec tends to be favored on faster weapons, though; the weapons themselves are reduced more by AC.
Comparisons
- Distortion is a flat effect that always deals more damage and has no resistance. Minor negatives: you can banish monsters with desirable gear, or blink them away from you.
- The pain brand starts to outdamage electrocution starting at 6.5 Necromancy skill. However, pain is resisted by more monster than electrocution.
History
- Prior to 0.28, electrocution had a 33% chance of activating.
- Prior to 0.15, this brand did 10-24 damage instead of 8-20.
- Prior to 0.14, discharges of electricity would occur when hitting monsters in water, damaging multiple targets nearby (including the player character).
- Prior to 0.13, this brand had no effect on flying monsters, considerably limiting its utility in certain branches.
Brands | |
---|---|
Melee weapons | Antimagic • Chaos • Distortion • Draining • Electrocution • Flaming • Freezing • Heavy • Holy wrath • Pain • Protection • Reaching • Spectral • Speed • Vampiric • Venom Disruption • Dragon slaying • Reaping • Silver |
Launchers | Antimagic • Draining • Electrocution • Flaming • Freezing • Heavy • Penetration • Speed |
Throwing weapons | Atropa • Curare • Datura • Dispersal • Poisoned • Silver |