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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{{version031}}
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{{flavour|It sometimes electrocutes victims (1/4 chance, 8-20 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. (Average 3.5 damage per swing)
  
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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==Strategy==
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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]].
  
==Tips & Tricks==
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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.
*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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*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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===Comparisons===
*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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*[[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.
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*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==
 
==History==
In [[0.13]] this brand will ignore airborne status.
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*Prior to [[0.28]], electrocution had a 33% chance of activating.
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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]]

Latest revision as of 21:49, 19 January 2024

Version 0.31: This article is up to date for the latest stable release of Dungeon Crawl Stone Soup.
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