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.
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The '''electrocution''' [[brand]] does the following:
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*Has a 25% chance per hit to inflict <code>7 + 1d13</code> [[electricity]] damage per hit, regardless of damage from the weapon itself. Electricity resistant monsters do not take any extra damage.
  
 
==Strategy==
 
==Strategy==
 
Since this brand deals a flat rate of damage - independent of actual weapon damage - electrocution works best on fast, low [[mindelay]] weapons ([[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]]. As a bonus, few enemies resist electricity until you get to [[Zot]] and [[extended]].
 
Since this brand deals a flat rate of damage - independent of actual weapon damage - electrocution works best on fast, low [[mindelay]] weapons ([[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]]. As a bonus, 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.
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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===
 
===Comparisons===

Revision as of 00:14, 3 September 2023

Version 0.30: This article may not be up to date for the latest stable release of Crawl.

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.

Strategy

Since this brand deals a flat rate of damage - independent of actual weapon damage - electrocution works best on fast, low mindelay weapons (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. 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 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