Difference between revisions of "Electrocution"
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The '''electrocution''' [[brand]] gives [[weapon]]s a 25% chance to inflict <code>7 + 1d13</code> [[electricity]] damage per hit, regardless of the damage done by the weapon itself. Electricity resistant monsters do not take any extra damage. | The '''electrocution''' [[brand]] gives [[weapon]]s a 25% chance to inflict <code>7 + 1d13</code> [[electricity]] damage per hit, regardless of the damage done by the weapon itself. Electricity resistant monsters do not take any extra damage. | ||
− | == | + | ==Strategy== |
− | + | Since the brand inflicts a flat rate of damage, independent of your actual weapon damage, electrocution works best on a fast weapon with low base delay ([[demon whip]]s, [[quick blade]]s, [[spear]]s, [[whip]]s, etc.). However, even for a "heavy" weapon type, this brand is competitive with the likes of [[flaming]] and [[freezing]]. Few enemies resist electricity until you get to [[Zot]] and [[extended]]. | |
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− | + | Electrocution's damage is completely independent from [[AC]]. Elec tends to be favored on faster weapons, though; the weapons themselves are reduced more by AC. | |
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+ | ===Comparisons=== | ||
+ | *[[Distortion]] is a flat effect that always deals more damage and has no resistance. Minor negatives: you can [[banish]] monsters with desirable gear, or [[blink]] them away from you. | ||
+ | *The [[pain brand]] starts to outdamage electrocution starting at 8 Necromancy skill. However, pain is resisted by more monster than electrocution. | ||
==History== | ==History== |
Revision as of 04:18, 12 August 2023
Version 0.30: This article may not be up to date for the latest stable release of Crawl.
The electrocution brand gives weapons a 25% chance to inflict 7 + 1d13
electricity damage per hit, regardless of the damage done by the weapon itself. Electricity resistant monsters do not take any extra damage.
Strategy
Since the brand inflicts a flat rate of damage, independent of your actual weapon damage, electrocution works best on a fast weapon with low base delay (demon whips, quick blades, spears, whips, etc.). However, even for a "heavy" weapon type, this brand is competitive with the likes of flaming and freezing. Few enemies resist electricity until you get to Zot and extended.
Electrocution's damage is completely independent from AC. Elec tends to be favored on faster weapons, though; the weapons themselves are reduced more by AC.
Comparisons
- Distortion is a flat effect that always deals more damage and has no resistance. Minor negatives: you can banish monsters with desirable gear, or blink them away from you.
- The pain brand starts to outdamage electrocution starting at 8 Necromancy skill. However, pain is resisted by more monster 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 | Antimagic • Chaos • Distortion • Draining • Electrocution • Flaming • Freezing • Heavy • Holy wrath • Pain • Protection • Reaching • Spectral • Speed • Vampiric • Venom Disruption • Dragon slaying • Reaping • Silver |
Launchers | Antimagic • Draining • Electrocution • Flaming • Freezing • Heavy • Penetration • Speed |
Throwing weapons | Atropa • Curare • Datura • Dispersal • Poisoned • Silver |