Jump to content
Toggle menu
  • 3.1K articles
  • 4.4K files
  • 18 users
  • 91.5K edits
Ashenzari's Archive
Toggle preferences menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

Electrocution: Difference between revisions

From Ashenzari's Archive
Hordes (talk | contribs)
m v, bump, update comparisons
Hordes (talk | contribs)
m →Strategy: mention +9 broad axe was used
Line 5: Line 5:


==Strategy==
==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]], [[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; overall slightly worse than [[flaming]] and [[freezing]]. As a bonus, few enemies resist electricity until you get to [[Zot]] and [[extended]].
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]].


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.
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.

Revision as of 19:48, 19 January 2024

Version 0.31: This article may not be up to date for the latest stable release of Crawl.
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 General Antimagic • Chaos • Distortion • Draining • Electrocution • Flaming • Freezing • Heavy • Holy wrath • Pain • Protection • Reaching • Spectral • Speed • Vampiric • Venom
Weapon type Devious • Valour • Concussion • Sundering • Entangling • Rebuke
Artefact Curare • Deathbane • Dragon slaying • Reaping • Silver
Launchers Antimagic • Chaos • Draining • Electrocution • Flaming • Freezing • Heavy • Holy wrath • Penetration • Speed
Throwing weapons Atropa • Curare • Datura • Disjunction • Poisoned • Silver
Contents