Difference between revisions of "Electrocution"

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(Common misconception (see: UV4 videos, the wiki for a long time, many other places))
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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.
  
==Tips & Tricks==
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==Strategy==
*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.), however the extra damage is very competitive with other brands on all weapon types.
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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]].
*Adding 8-20 damage per 4 hits 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 (starting at skill 10), but comes with its own enemy immunity issues.
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*This brand is not intrinsically reduced by [[AC]] any more or less than [[flaming]] or [[freezing]]. Because elec's damage is competely independent from AC, while flaming/freezing are percentage boosts of AC-reduced damage, electrocution is ''less'' affected than the two. However, elec tends to be favored on faster weapons; the weapons themselves are reduced more by AC.
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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===
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*[[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.
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*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 AntimagicChaosDistortionDrainingElectrocutionFlamingFreezingHeavyHoly wrathPainProtectionReachingSpectralSpeedVampiricVenom
DisruptionDragon slayingReapingSilver
Launchers AntimagicDrainingElectrocutionFlamingFreezingHeavyPenetrationSpeed
Throwing weapons AtropaCurareDaturaDispersalPoisonedSilver