Difference between revisions of "Electrocution"

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The '''electrocution''' [[brand]] gives [[weapon]]s a 33% chance to inflict 9 + 1d15 [[HP]] of [[electricity]] damage per hit, regardless of the damage done by the weapon itself. Electricity resistant monsters do not take any extra damage.
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{{flavour|It sometimes electrocutes victims (1/4 chance, 8-20 damage).}}
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The '''electrocution''' [[brand]] does the following:
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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)
  
When wielded, electrocution weapons make a crackling sound if you can hear it; otherwise you will notice sparks flying from it. Either way, the weapon is [[identified]].
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==Strategy==
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Electrocution deals flat damage, independent of actual weapon damage, meaning it is most effective on fast weapons like [[Short Blades]], [[whip]]s, and [[spear]]s (triggering elec every 0.5 turn > elec every 0.7 turn). However, it is still a decent brand on "heavy" weapons. For reference, a +9 [[broad axe]] of elec is slightly weaker than [[flaming]] or [[freezing]]. As a bonus, few enemies resist electricity until you get to [[Zot]] and [[extended]].
  
==Tips & Tricks==
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Electrocution's damage ignores [[AC]] entirely, so elec becomes ''stronger'' relative to flaming/freezing against high AC opponents.
*Since the brand inflicts a flat rate of damage independent of the damage your weapon does, electrocution brands work best on a fast weapon with low base delay ([[demon whip]]s, [[quick blade]]s, [[spear]]s, [[whip]]s, etc.).
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*Adding 10-24 damage per hit can devastate dangerous enemies throughout the game. However, there are a number of [[:Category:Electricity resistance|electricity resistant enemies]] to watch out for. Consider carrying a backup weapon for these situations. A [[pain (brand)|pain]] branded weapon coupled with decent [[Necromancy]] skill is an alternative option for flat damage on fast weapons, and will reliably outperform electrocution, but comes with its own enemy immunity issues.
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===Comparisons===
*Although this brand is supposed to make a significant amount of [[noise]] when it activates, a glitch in the game currently prevents this from happening.
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*[[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.
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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==
Prior to '''0.X''', attacking a target standing in water with an electrocution-branded weapon would cause electricity to race through all adjacent water tiles, lightly damaging anything there (possibly including you!).
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*Prior to [[0.28]], electrocution had a 33% chance of activating.
 
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*Prior to [[0.15]], this brand did 10-24 damage instead of 8-20.
Prior to [[0.13]], this brand had no effect on flying monsters, considerably limiting its utility in certain branches.
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*Prior to [[0.14]], discharges of electricity would occur when hitting monsters in water, damaging multiple targets nearby (including the player character).
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*Prior to [[0.13]], this brand had no effect on flying monsters, considerably limiting its utility in certain branches.
  
 
{{brands}}
 
{{brands}}
 
[[Category:Brands]]
 
[[Category:Brands]]

Latest revision as of 02:10, 12 February 2026

Version 0.34: This article is up to date for the latest stable release of Dungeon Crawl Stone Soup.
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 flat damage, independent of actual weapon damage, meaning it is most effective on fast weapons like Short Blades, whips, and spears (triggering elec every 0.5 turn > elec every 0.7 turn). However, it is still a decent brand on "heavy" weapons. For reference, a +9 broad axe of elec is slightly weaker than flaming or freezing. As a bonus, few enemies resist electricity until you get to Zot and extended.

Electrocution's damage ignores AC entirely, so elec becomes stronger relative to flaming/freezing against high AC opponents.

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 General AntimagicChaosDistortionDrainingElectrocutionFlamingFreezingHeavyHoly wrathPainProtectionReachingSpectralSpeedVampiricVenom
Weapon type DeviousValourConcussionSunderingEntanglingRebuke
Artefact CurareDeathbaneDragon slayingReapingSilver
Launchers AntimagicDrainingElectrocutionFlamingFreezingHeavyPenetrationSpeed
Throwing weapons AtropaCurareDaturaDisjunctionPoisonedSilver