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: | ||
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==Strategy== | ==Strategy== | ||
| − | Electrocution deals | + | 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]]. |
| − | Electrocution's damage | + | Electrocution's damage ignores [[AC]] entirely, so elec becomes ''stronger'' relative to flaming/freezing against high AC opponents. |
===Comparisons=== | ===Comparisons=== | ||
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 + 1d13electricity 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 | Antimagic • Chaos • Distortion • Draining • Electrocution • Flaming • Freezing • Heavy • Holy wrath • Pain • Protection • Reaching • Spectral • Speed • Vampiric • Venom |
| Weapon type | Devious • Valour • Concussion • Sundering • Entangling • Rebuke | |
| Artefact | Curare • Deathbane • Dragon slaying • Reaping • Silver | |
| Launchers | Antimagic • Draining • Electrocution • Flaming • Freezing • Heavy • Penetration • Speed | |
| Throwing weapons | Atropa • Curare • Datura • Disjunction • Poisoned • Silver | |