Difference between revisions of "Electrocution"

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{{flavour|It sometimes electrocutes victims (1/4 chance, 8-20 damage).}}
 
{{flavour|It sometimes electrocutes victims (1/4 chance, 8-20 damage).}}
 
The '''electrocution''' [[brand]] does the following:
 
The '''electrocution''' [[brand]] does the following:
*Has a 25% chance per hit to inflict <code>7 + 1d13</code> [[electricity]] damage per hit, regardless of damage from the weapon itself. Electricity resistant monsters do not take any extra damage. (Average 3.625 damage per swing)
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*Has a 25% chance per hit to inflict <code>7 + 1d13</code> [[electricity]] damage per hit, regardless of damage from the weapon itself. Electricity resistant monsters do not take any extra damage. (Average 3.5 damage per swing)
  
 
==Strategy==
 
==Strategy==
Electrocution deals a flat rate of damage, independent of your actual weapon damage. Therefore, it works best on fast, low [[mindelay]] weapons (such as [[Short Blades]], [[whip]]s, and [[spear]]s). This is because dealing 3.6 damage every 0.5 turn is better than 3.6 damage every 0.7 turn. However, this brand is good even for "heavy" weapon types, competitive with the likes of [[flaming]] and [[freezing]]. As a bonus, few enemies resist electricity until you get to [[Zot]] and [[extended]].
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Electrocution deals a flat rate of damage, independent of your actual weapon damage. Therefore, it works best on fast, low [[mindelay]] weapons (such as [[Short Blades]], [[whip]]s, and [[spear]]s); dealing 3.5 damage every 0.5 turn is better than 3.5 damage every 0.7 turn. This brand isn't terrible for "heavy" weapon types, either. On a +9 [[broad axe]], for instance, it's overall slightly worse than [[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]]. This brand tends to be favored on fast weapons, though; the weapons themselves are reduced more by AC.
 
Electrocution's damage is completely independent from [[AC]]. This brand tends to be favored on fast weapons, though; the weapons themselves are reduced more by AC.
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===Comparisons===
 
===Comparisons===
 
*[[Distortion]] is a flat effect which deals more damage (on average) and has no resistance. However, unless you worship [[Lugonu]], unwielding a distortion weapon isn't safe. Minor negatives: you can [[banish]] monsters with desirable gear, or [[blink]] them away from you.
 
*[[Distortion]] is a flat effect which deals more damage (on average) and has no resistance. However, unless you worship [[Lugonu]], unwielding a distortion weapon isn't safe. Minor negatives: you can [[banish]] monsters with desirable gear, or [[blink]] them away from you.
*The [[pain brand]] starts to outdamage electrocution when you have more than 7 Necromancy skill. However, pain is resisted by more monster than electrocution.
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*The [[pain brand]] starts to outdamage electrocution when you have more than 7 [[Necromancy]] skill. However, pain is resisted by more monsters than electrocution.
  
 
==History==
 
==History==

Latest revision as of 20:49, 19 January 2024

Version 0.31: This article may not be up to date for the latest stable release of Crawl.
It sometimes electrocutes victims (1/4 chance, 8-20 damage).

The electrocution brand does the following:

  • Has a 25% chance per hit to inflict 7 + 1d13 electricity damage per hit, regardless of damage from the weapon itself. Electricity resistant monsters do not take any extra damage. (Average 3.5 damage per swing)

Strategy

Electrocution deals a flat rate of damage, independent of your actual weapon damage. Therefore, it works best on fast, low mindelay weapons (such as Short Blades, whips, and spears); dealing 3.5 damage every 0.5 turn is better than 3.5 damage every 0.7 turn. This brand isn't terrible for "heavy" weapon types, either. On a +9 broad axe, for instance, it's overall slightly worse than 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. This brand tends to be favored on fast weapons, though; the weapons themselves are reduced more by AC.

Comparisons

  • Distortion is a flat effect which deals more damage (on average) and has no resistance. However, unless you worship Lugonu, unwielding a distortion weapon isn't safe. Minor negatives: you can banish monsters with desirable gear, or blink them away from you.
  • The pain brand starts to outdamage electrocution when you have more than 7 Necromancy skill. However, pain is resisted by more monsters 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