Difference between revisions of "Electrocution"

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==Strategy==
 
==Strategy==
Electrocution deals a flat rate of damage, independent of your actual weapon damage. Therefore, it works best on fast, low [[mindelay]] weapons (such as [[Short Blades]], [[whip]]s, and [[spear]]s); dealing 3.5 damage every 0.5 turn is better than 3.5 damage every 0.7 turn. This brand isn't terrible for "heavy" weapon types, either; overall slightly worse than [[flaming]] and [[freezing]]. As a bonus, few enemies resist electricity until you get to [[Zot]] and [[extended]].
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Electrocution deals a flat rate of damage, independent of your actual weapon damage. Therefore, it works best on fast, low [[mindelay]] weapons (such as [[Short Blades]], [[whip]]s, and [[spear]]s); dealing 3.5 damage every 0.5 turn is better than 3.5 damage every 0.7 turn. This brand isn't terrible for "heavy" weapon types, either. On a +9 [[broad]] axe, for instance, it's overall slightly worse than [[flaming]] and [[freezing]]. As a bonus, few enemies resist electricity until you get to [[Zot]] and [[extended]].
  
 
Electrocution's damage is completely independent from [[AC]]. This brand tends to be favored on fast weapons, though; the weapons themselves are reduced more by AC.
 
Electrocution's damage is completely independent from [[AC]]. This brand tends to be favored on fast weapons, though; the weapons themselves are reduced more by AC.

Revision as of 20:48, 19 January 2024

Version 0.31: This article may not be up to date for the latest stable release of Crawl.
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 + 1d13 electricity 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 a flat rate of damage, independent of your actual weapon damage. Therefore, it works best on fast, low mindelay weapons (such as Short Blades, whips, and spears); dealing 3.5 damage every 0.5 turn is better than 3.5 damage every 0.7 turn. This brand isn't terrible for "heavy" weapon types, either. On a +9 broad axe, for instance, it's overall slightly worse than flaming and freezing. As a bonus, few enemies resist electricity until you get to Zot and extended.

Electrocution's damage is completely independent from AC. This brand tends to be favored on fast weapons, though; the weapons themselves are reduced more by AC.

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 AntimagicChaosDistortionDrainingElectrocutionFlamingFreezingHeavyHoly wrathPainProtectionReachingSpectralSpeedVampiricVenom
DisruptionDragon slayingReapingSilver
Launchers AntimagicDrainingElectrocutionFlamingFreezingHeavyPenetrationSpeed
Throwing weapons AtropaCurareDaturaDispersalPoisonedSilver