Difference between revisions of "Electrocution"

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The [[electrocution]] [[brand]] gives [[weapon]]s a 33% chance to inflict 9 + 1d15 [[HP]] of electrical damage per hit. If the victim is standing in water, any adjacent creatures in the water (including the wielder!) will also be damaged lightly. Airborne or electric resistant monsters do not take any extra damage.
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{{version028}}
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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.
  
When wielded, electrocution weapons make a crackling sound if you can hear it; otherwise you will notice sparks flying from it. Either way, the weapon is [[identified]].
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==Tips & Tricks==
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*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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*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.
  
==Tips & Tricks==
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==History==
*Be careful with this weapon when in water. Its backlash damage is considerably less than it inflicts on its main target, but can be dangerous, especially if you have allies around and follow a god who frowns upon them being injured or killed by you.
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*Prior to [[0.28]], electrocution had a 33% chance of activating.
*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.)
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*In the past, attacking a target standing in water with an electrocution-branded weapon would cause electricity to race through all adjacent water tiles, lightly damaging anything there (possibly including you!).
*Early on, adding 10-24 damage on a hit can devastate dangerous enemies. However, the brand has trouble remaining competitive in the late game. Electricity resistance is fairly uncommon, but there are many deadly flying monsters later on against which the brand is completely ineffective. A [[pain (brand)|pain]] weapon coupled with decent [[Necromancy]] skill is an alternative option for flat damage on fast weapons, and will reliably outperform electrocution, but comes with its own enemy immunity issues.
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*Prior to [[0.15]], this brand did 10-24 damage instead of 8-20.
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*Prior to [[0.14]], discharges of electricity would occur when hitting monsters in water, damaging multiple targets nearby (including the player character).
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*Prior to [[0.13]], this brand had no effect on flying monsters, considerably limiting its utility in certain branches.
  
 
{{brands}}
 
{{brands}}
 
[[Category:Brands]]
 
[[Category:Brands]]

Revision as of 13:56, 27 March 2022

Version 0.28: 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.

Tips & Tricks

  • 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 whips, quick blades, spears, whips, etc.), however the extra damage is very competitive with other brands on all weapon types.
  • Adding 8-20 damage per 4 hits can devastate dangerous enemies throughout the game. However, there are a number of electricity resistant enemies to watch out for. Consider carrying a backup weapon for these situations. A 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.

History

  • Prior to 0.28, electrocution had a 33% chance of activating.
  • In the past, attacking a target standing in water with an electrocution-branded weapon would cause electricity to race through all adjacent water tiles, lightly damaging anything there (possibly including you!).
  • 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