Difference between revisions of "Electrocution"

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(version bump / strategy)
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==Strategy==
 
==Strategy==
Since the brand inflicts a flat rate of damage, independent of your actual weapon damage, electrocution works best on a fast weapon with low base delay ([[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]]. Few enemies resist electricity until you get to [[Zot]] and [[extended]].
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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 8 Necromancy skill. However, pain is resisted by more monster than electrocution.
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*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 AntimagicChaosDistortionDrainingElectrocutionFlamingFreezingHeavyHoly wrathPainProtectionReachingSpectralSpeedVampiricVenom
DisruptionDragon slayingReapingSilver
Launchers AntimagicDrainingElectrocutionFlamingFreezingHeavyPenetrationSpeed
Throwing weapons AtropaCurareDaturaDispersalPoisonedSilver