Difference between revisions of "Draining (brand)"

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{{flavour|It sometimes drains living victims (1/2 chance). This deals an additional one-quarter of any damage that pierces defenders' armour as well as a flat 2-4 damage, and also weakens them slightly. A truly terrible weapon...}}
  
{{flavour|A truly terrible weapon, it drains the life of those it strikes.}}
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The '''draining''' [[brand]] adds a [[draining]] effect to weapons.  
  
The '''draining''' brand adds a [[draining]] effect to a melee weapon's attacks against most enemies. Each of your attacks has a 66% chance of doing all of the following:
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Each attack from a draining weapon has a 50% chance of doing all of the following:
*Deal an additional +1% to +50% of the physical damage dealt as [[negative energy]] damage.
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*Adds an average of roughly +25% [[negative energy]] damage (0 - 50%) to attacks, applied after [[AC]] and all damage factors (including [[slaying]]).<ref>{{source ref|0.30.1|attack.cc|840}}<br>Specifically, if you dealt damage, draining adds <code>(1d<damage_dealt>/2) + 0.5</code> negative energy damage, rounded down (thus, this bonus is slightly larger than 25%). Then, the extra 2-4 damage is added.</ref>
*Reduce enemy's max [[HP]] by 1 + 1d3, and do that much negative energy damage.
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*Deal an additional 2-4 negative energy damage on top of that.
*20% chance: Reduce the enemy's [[HD]] by 1 permanently. This reduces their [[magic resistance]], [[spell power]], and [[experience]] value, and will kill them instantly if they hit 0 HD.
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*Inflicts 20-30 turns of the the [[Draining#Monster|Drained]] status. This decreases monster [[HD]], thus reducing their [[willpower]], [[spell power]], and [[accuracy]]. Further hits can refresh this status, but won't increase the duration beyond 30 turns.
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:Against players, the draining status will temporarily reduce your maximum HP. This can be cured by gaining XP.
  
In enemy hands it has a less dramatic effect, simply dealing the additional negative energy damage and reducing your current [[experience]] by 10-20% of your progress toward the next level, possibly reducing your level. It has no effect on your skills. This can still be very dangerous, especially in prolonged battles.
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Monsters with any sort of [[negative energy resistance|rN+]], including [[demon]]s and [[undead]], are immune to draining entirely. Players with rN+++ are immune, and players with rN+ resist the effect.
  
Negative energy resistance greatly reduces the effect of draining branded weapons. Each rank of rN+ you possess reduces both the XP loss and negative energy damage taken by 1/3, fully negating both effects at rN+++. Monsters with resistance take differently scaled reduced damage (rN+: 1/3 off, rN++: 1/2 off, rN+++: 3/5 off), and each rank gives an additional 33.3% chance of negating the HD- and max HP-reducing effects. All [[undead]] and [[demon]]ic monsters completely ignore the brand's effects.
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==Strategy==
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Draining is a very useful brand in areas with living or plant opponents. While it usually deals less damage than [[flaming]] or [[freezing]], the Drained status is great at debuffing monsters.
  
==Tips & Tricks==
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However, this brand is of little use in places filled with demons, undead, and non-living foes. By the time you reach [[Zot]] or [[extended]], consider [[scroll of brand weapon|rebranding]] a draining weapon, or using a different weapon entirely.
*Reducing the HD of [[shapeshifter]]s reduces the HD (and thus the threat) of any forms they may change into.
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*Draining is an [[evil]] brand. Good [[god]]s will not approve of using a draining branded weapon in combat.
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===Tips & Tricks===
*Don't be afraid of overusing a draining weapon! While it's true that drained opponents are worth less XP, the reduction isn't terribly drastic; in most cases it's on par with or better than the penalties for fighting with the aid of summoned allies. Draining is a very useful brand in areas with living opponents, and survival is more important than maximizing XP.
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*Since the drain status lowers HD, higher HD monsters could switch places with drained monsters, pushing them back and wasting turns.
  
 
==History==
 
==History==
In [[0.13]], the nature of draining effects from monsters will change, temporarily penalizing your skills instead of making you lose XP.
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*Prior to [[0.30]], draining could not be obtained on [[Ranged Weapons]].
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*Prior to [[0.26]], drained players had their skills reduced instead of their maximum HP.
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*Prior to [[0.15]], draining weapons would permanently lower monster HD, which also slightly lowered the experience and piety rewards for killing them.
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*Prior to [[0.13]], draining weapons used against the player had no impact on your skills. Instead, it permanently reduced your experience, potentially causing you to lose experience levels.
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==References==
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<references/>
  
 
{{brands}}
 
{{brands}}
 
[[Category:Brands]]
 
[[Category:Brands]]
[[Category:Crystal Ball Articles]]
 

Latest revision as of 20:29, 29 November 2023

Version 0.30: This article may not be up to date for the latest stable release of Crawl.
It sometimes drains living victims (1/2 chance). This deals an additional one-quarter of any damage that pierces defenders' armour as well as a flat 2-4 damage, and also weakens them slightly. A truly terrible weapon...

The draining brand adds a draining effect to weapons.

Each attack from a draining weapon has a 50% chance of doing all of the following:

  • Adds an average of roughly +25% negative energy damage (0 - 50%) to attacks, applied after AC and all damage factors (including slaying).[1]
  • Deal an additional 2-4 negative energy damage on top of that.
  • Inflicts 20-30 turns of the the Drained status. This decreases monster HD, thus reducing their willpower, spell power, and accuracy. Further hits can refresh this status, but won't increase the duration beyond 30 turns.
Against players, the draining status will temporarily reduce your maximum HP. This can be cured by gaining XP.

Monsters with any sort of rN+, including demons and undead, are immune to draining entirely. Players with rN+++ are immune, and players with rN+ resist the effect.

Strategy

Draining is a very useful brand in areas with living or plant opponents. While it usually deals less damage than flaming or freezing, the Drained status is great at debuffing monsters.

However, this brand is of little use in places filled with demons, undead, and non-living foes. By the time you reach Zot or extended, consider rebranding a draining weapon, or using a different weapon entirely.

Tips & Tricks

  • Since the drain status lowers HD, higher HD monsters could switch places with drained monsters, pushing them back and wasting turns.

History

  • Prior to 0.30, draining could not be obtained on Ranged Weapons.
  • Prior to 0.26, drained players had their skills reduced instead of their maximum HP.
  • Prior to 0.15, draining weapons would permanently lower monster HD, which also slightly lowered the experience and piety rewards for killing them.
  • Prior to 0.13, draining weapons used against the player had no impact on your skills. Instead, it permanently reduced your experience, potentially causing you to lose experience levels.

References

  1. attack.cc:840 (0.30.1)
    Specifically, if you dealt damage, draining adds (1d<damage_dealt>/2) + 0.5 negative energy damage, rounded down (thus, this bonus is slightly larger than 25%). Then, the extra 2-4 damage is added.
Brands
Melee weapons AntimagicChaosDistortionDrainingElectrocutionFlamingFreezingHeavyHoly wrathPainProtectionReachingSpectralSpeedVampiricVenom
DisruptionDragon slayingReapingSilver
Launchers AntimagicDrainingElectrocutionFlamingFreezingHeavyPenetrationSpeed
Throwing weapons AtropaCurareDaturaDispersalPoisonedSilver