Difference between revisions of "Chain Lightning"

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{{getatkinfo}}
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{{version030}}
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{{spell info}}
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{{AttackSpell
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|name=Chain Lightning
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|formula = 3d(2*Power/3) [[electricity]]
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|maxdmg = 3d133
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|maxsp = 200
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|range = LOS
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|target = LOS
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|tohit = Automatic
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|special = Partially irresistible
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|hit_type = normal
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|dam_calculator = calcdice
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|dam_numdice = 3
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|dam_adder = 0
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|dam_num = 2
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|dam_denom = 1}}
  
{{Spell
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'''Chain Lightning''' is a devastating, but unwieldy level 9 [[Conjurations]]/[[Air Magic]] spell which unleashes a massive surge of [[electricity]].  It has a tendency to damage the caster, but they receive a great reduction in damage.
|name=Chain Lightning
 
|level=8
 
|school1={{Air Magic}}
 
|school2={{Conjurations}}
 
|school3=
 
|sources=<div>
 
* [[Book of Annihilations]]
 
</div>
 
|castingnoise=8
 
|spellnoise=25
 
}}
 
  
{{Flavour|This spell releases a massive electrical discharge that arcs from target to target until it grounds out.}}
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==Useful Info==
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There is no way to aim Chain Lightning. When cast, it creates an "arc" of lightning, which strikes the nearest valid target (randomly chosen if multiple targets are equally close), then creates another arc. Each consecutive arc will hit everyone within 3 squares of any previous target, that 1. hasn't been hit before, and 2. is in [[LOS]]. This continues until there are no valid targets.
  
'''Chain Lightning''' is a level 8 [[Conjuration]]-[[Air Magic]] spell that arcs from target to target (including leaving your sight, going around corners, etc) until it grounds out. You do not aim it. Due to its nature, be prepared for it to hit you and your allies, possibly repeatedly. The arcs, including the initial casting, work most reliably on shorter distances.
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Each arc deals two-thirds the damage of the previous arc. The initial strike deals full damage only at point-blank range, with the damage reduced by one arc's worth from range 2 to 4, and two arcs' worth from range 5 to 7. Half of the spell's damage is irresistible, and only half of the target's AC applies.
  
The damage on each discharge is 5d(5+''Power_left''*2/15). On the first discharge ''Power_left'' is the spellpower for this spell; but after each discharge, this amount is decreased by 7+1d13. When ''Power_left'' reaches 0, the spell finishes. If the discharge is out of your line of sight, ''Power_left'' is halved on each jump (this is done after subtracting 7+1d13).
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The caster can be hit by their own spell, but takes only 1/6 damage. With rElec, this damage is almost negligible, and even without rElec it doesn't do much (expect 10-20). The caster's [[allies]] are not protected from this spell (unless they are protected from ''all'' damage, such as [[Hepliaklqana]] ancestor or [[Fedhas]] plants).
  
 
==Strategy==
 
==Strategy==
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Chain Lightning deals incredible damage against single targets, without the delays of [[Maxwell's Capacitive Coupling]]. It also works nicely as an area-of-effect spell: arcs will hit targets, close or far, for decent damage, and it doesn't get weaker when hitting more targets. The optimal cast is when you are against 1 (or more) adjacent opponents, with a dense pack of monsters nearby.
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At moderate spell power, Chain Lightning can take out powerful uniques in 2-3 castings. At max spell power, it becomes one of the most potent damage sources in the game, bolstered by it partially ignoring electricity resistance.
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However, as a level 9 spell, its tough to cast for a typical 3 rune character. Worshippers of [[Ashenzari]], [[Vehumet]] and/or those with high [[aptitude]] in magic ([[Tengu]] especially) are best suited to use this spell, while other characters may want to settle for spells like [[Plasma Beam]], [[Iron Shot]], and Maxwell's Capacitive Coupling.
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===Tips & Tricks===
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*Wielding a [[staff of air]] provides a significant boost to damage, ''and'' grants you resistance to the self-damage; definitely consider wielding one if you can find it.
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*[[Plant]]s, [[fungi]], and [[bush]]es are not valid targets for Chain Lightning, so they cannot extend the range of the spell.
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*Followers of [[Beogh]], [[Yredelemnul]], or any other character that makes heavy use of allies should use extreme caution before casting Chain Lightning. You are almost guaranteed to injure or kill your allies in the process.
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==Monster Version==
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The monster version of Chain Lightning is functionally identical to the player version.
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{{monsters with spell}}
  
Even without resistance and with many arcs, you'll likely never take more than 20 damage. Although useful for how it hits a lot of targets, possibly its most powerful use is when you have one single enemy standing adjacent to you. At decent power, it will often arc back and forth between you enough times to get an instant kill on ordinary enemies.
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==Gallery==
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<gallery widths="400px" heights="400px" class="left" mode="nolines">
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File:Chain lightning ex.png|thumb|left|Example of Chain Lightning targeting.<br>Arcs go from green (66%) -> yellow (44%) -> orange (29%).<br>(Note that the initial arc may also hit the fire giants first.)
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</gallery>
  
Since plants also count as enemies, casting Chain Lightning with an enemy and a plant nearby will greatly reduce the damage you deal to the real threat. This also applies for [[Static Discharge]].
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==History==
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*The spell was reworked in [[0.27]]. Prior to this version, Chain Lightning was a Level 8 Conjurations/Air spell. It went from single target to single target, reducing in damage each time before eventually grounding out. Also, the spell's damage couldn't partially bypass resistance to electricity.
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*Chain Lightning was added in [[0.1]], replacing [[Orb of Electrocution]].

Latest revision as of 20:54, 26 September 2023

Version 0.30: This article may not be up to date for the latest stable release of Crawl.
Chain lightning.png Chain Lightning
Level 9
School1 Air
School2 Conjuration
Source(s) Book of Annihilations
Casting noise 25
Spell noise 10
Power Cap 200
Flags Area
Releases a massive electrical discharge that arcs to the creature nearest the caster and then outward from it. The further it travels, the less damage it does. Secondary arcs have limited range and do little damage to the caster. The spell's damage partially bypasses armour and resistance to electricity.

“The trouble ain't that there is too many fools,
but that the lightning ain't distributed right.”
-traditionally attributed to Samuel Clemens.

Spell Details
Damage Formula 3d(2*Power/3) electricity
Max Damage 3d133
Max Power 200
Range LOS
Targeting LOS
To-hit Automatic
Special Partially irresistible

Chain Lightning is a devastating, but unwieldy level 9 Conjurations/Air Magic spell which unleashes a massive surge of electricity. It has a tendency to damage the caster, but they receive a great reduction in damage.

Useful Info

There is no way to aim Chain Lightning. When cast, it creates an "arc" of lightning, which strikes the nearest valid target (randomly chosen if multiple targets are equally close), then creates another arc. Each consecutive arc will hit everyone within 3 squares of any previous target, that 1. hasn't been hit before, and 2. is in LOS. This continues until there are no valid targets.

Each arc deals two-thirds the damage of the previous arc. The initial strike deals full damage only at point-blank range, with the damage reduced by one arc's worth from range 2 to 4, and two arcs' worth from range 5 to 7. Half of the spell's damage is irresistible, and only half of the target's AC applies.

The caster can be hit by their own spell, but takes only 1/6 damage. With rElec, this damage is almost negligible, and even without rElec it doesn't do much (expect 10-20). The caster's allies are not protected from this spell (unless they are protected from all damage, such as Hepliaklqana ancestor or Fedhas plants).

Strategy

Chain Lightning deals incredible damage against single targets, without the delays of Maxwell's Capacitive Coupling. It also works nicely as an area-of-effect spell: arcs will hit targets, close or far, for decent damage, and it doesn't get weaker when hitting more targets. The optimal cast is when you are against 1 (or more) adjacent opponents, with a dense pack of monsters nearby.

At moderate spell power, Chain Lightning can take out powerful uniques in 2-3 castings. At max spell power, it becomes one of the most potent damage sources in the game, bolstered by it partially ignoring electricity resistance.

However, as a level 9 spell, its tough to cast for a typical 3 rune character. Worshippers of Ashenzari, Vehumet and/or those with high aptitude in magic (Tengu especially) are best suited to use this spell, while other characters may want to settle for spells like Plasma Beam, Iron Shot, and Maxwell's Capacitive Coupling.

Tips & Tricks

  • Wielding a staff of air provides a significant boost to damage, and grants you resistance to the self-damage; definitely consider wielding one if you can find it.
  • Plants, fungi, and bushes are not valid targets for Chain Lightning, so they cannot extend the range of the spell.
  • Followers of Beogh, Yredelemnul, or any other character that makes heavy use of allies should use extreme caution before casting Chain Lightning. You are almost guaranteed to injure or kill your allies in the process.

Monster Version

The monster version of Chain Lightning is functionally identical to the player version.

The following enemies cast Chain Lightning:

The following enemies may be able to cast Chain Lightning, depending on their spell set:

Gallery

History

  • The spell was reworked in 0.27. Prior to this version, Chain Lightning was a Level 8 Conjurations/Air spell. It went from single target to single target, reducing in damage each time before eventually grounding out. Also, the spell's damage couldn't partially bypass resistance to electricity.
  • Chain Lightning was added in 0.1, replacing Orb of Electrocution.