Difference between revisions of "Harm"

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(0.30 - harm stacking)
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{{flavour|It increases damage dealt and taken.}}
 
{{flavour|It increases damage dealt and taken.}}
'''Harm''' is an ego that can appear on [[scarves]] and [[artefact]]s. It amplifies the damage dealt by the player by 30%, but also amplifies the damage received by 20%. This effect applies to all forms of damage, including [[torment]]. The damage is increased after [[AC]] and resistances are applied.
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'''Harm''' is an ego that can appear on [[scarves]] and [[artefact]]s. It amplifies the damage dealt by the player by 30%, but also amplifies the damage received by 20%. This effect applies to all forms of damage, including [[torment]]. The damage is increased after [[AC]] and resistances are applied. Note that if a monster wears an item of Harm, it gets the benefit.
 
 
Up to 2 sources of Harm can stack. With 2 sources of harm, you'll deal 45% damage, but take 30% more damage.
 
  
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Up to 2 sources of Harm can stack. With 2 sources, you'll deal 45% extra damage, but take 30% more damage.
 
==Sources==
 
==Sources==
 
* [[Scarves]]
 
* [[Scarves]]
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==Strategy==
 
==Strategy==
Harm is an extreme double-edged sword. Even though you get a proportionally greater boost, there's many situations where you won't be attacking, but monsters will. Melee characters will be pelted from afar, casters are squishy enough already, and anyone won't want to be caught with Harm while trying to escape. You might kill thousands of monsters, but it only takes one [[shaft|particularly]] [[teleport trap|bad]] situation in order to kill you - or, at least, force item usage.  
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Harm is an extreme double-edged sword. It does let you deal more damage than you take... but that assumes you're dealing damage. When the going gets rough, you'll often want to reposition, use items, try to [[teleport]], or otherwise escape. When doing these actions, Harm is purely a negative. Additionally, when fighting multiple enemies, Harm can be bad: you may hit one enemy, but multiple enemies will hit you.
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It also introduces a ''player''-side risk. Since you'll take more damage, Harm demands you start thinking earlier. You may need to start using items at 75% instead of 60% HP. If you mindlessly [[tab]] without taking this into account, you can end up in danger real fast. You might kill thousands of monsters, but it only takes one [[shaft|particularly]] [[teleport trap|bad]] situation in order to kill you - or, at least, force item usage.
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With all that being said, the damage boost can not be denied. If your character is weak or middling, i.e., they have trouble with standard monsters, Harm can be valuable. For example, Harm can let a caster take out [[cane toad]]s before the toad gets into melee. For characters that are already strong, Harm introduces more risks than its worth.  
  
The damage boost can't be denied, though. Casters and ranged fighters who rely on killing enemies before they get to you should at least consider it. But since a mob of dangerous monsters will most likely outdamage you, Harm remains dubious for characters who don't ''need'' killing power.  
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Harm is 'best' for blaster casters, as it increases damage per [[MP]]. It can also be useful to ranged fighters. It isn't recommended for melee characters: time spent approaching ranged enemies is time getting hit. Also, [[Summoning]]s and [[Hexes]] spells do not directly benefit from Harm, so users of these schools should stray away.
  
Overall, harm is risky on the ''player'' level - if you are not prepared to disengage from fights early, then you are likely to die.
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Although Harm doesn't affect your summons' damage, it ''does'' increase damage done by conjured entities. This includes [[ball lightning]]s, [[battlesphere]]s, and [[fulminant prism]]s. Harm has no effect on your [[Dithmenos|shadow mimic]], though.
  
 
==History==
 
==History==
 
*Prior to [[0.30]], Harm couldn't stack.
 
*Prior to [[0.30]], Harm couldn't stack.
 
*Prior to [[0.25]], Harm appeared on [[amulets of harm]], which would [[drain]] the wearer upon removal.
 
*Prior to [[0.25]], Harm appeared on [[amulets of harm]], which would [[drain]] the wearer upon removal.

Latest revision as of 02:16, 15 March 2024

Version 0.31: This article may not be up to date for the latest stable release of Crawl.
It increases damage dealt and taken.

Harm is an ego that can appear on scarves and artefacts. It amplifies the damage dealt by the player by 30%, but also amplifies the damage received by 20%. This effect applies to all forms of damage, including torment. The damage is increased after AC and resistances are applied. Note that if a monster wears an item of Harm, it gets the benefit.

Up to 2 sources of Harm can stack. With 2 sources, you'll deal 45% extra damage, but take 30% more damage.

Sources

Strategy

Harm is an extreme double-edged sword. It does let you deal more damage than you take... but that assumes you're dealing damage. When the going gets rough, you'll often want to reposition, use items, try to teleport, or otherwise escape. When doing these actions, Harm is purely a negative. Additionally, when fighting multiple enemies, Harm can be bad: you may hit one enemy, but multiple enemies will hit you.

It also introduces a player-side risk. Since you'll take more damage, Harm demands you start thinking earlier. You may need to start using items at 75% instead of 60% HP. If you mindlessly tab without taking this into account, you can end up in danger real fast. You might kill thousands of monsters, but it only takes one particularly bad situation in order to kill you - or, at least, force item usage.

With all that being said, the damage boost can not be denied. If your character is weak or middling, i.e., they have trouble with standard monsters, Harm can be valuable. For example, Harm can let a caster take out cane toads before the toad gets into melee. For characters that are already strong, Harm introduces more risks than its worth.

Harm is 'best' for blaster casters, as it increases damage per MP. It can also be useful to ranged fighters. It isn't recommended for melee characters: time spent approaching ranged enemies is time getting hit. Also, Summonings and Hexes spells do not directly benefit from Harm, so users of these schools should stray away.

Although Harm doesn't affect your summons' damage, it does increase damage done by conjured entities. This includes ball lightnings, battlespheres, and fulminant prisms. Harm has no effect on your shadow mimic, though.

History