Difference between revisions of "Electrocution"

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The '''electrocution''' [[brand]] gives [[weapon]]s a 33% chance to inflict 7 + 1d13 [[HP]] of [[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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{{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.
*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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*Adding 8-20 damage per hit 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.
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===Comparisons===
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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==
Prior to '''0.X''', 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!).
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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.
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.
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}}
 
{{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