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Electrocution: Difference between revisions

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{{flavour|It sometimes electrocutes victims (1/4 chance, 8-20 damage).}}
The '''electrocution''' [[brand]] does the following:
The '''electrocution''' [[brand]] does the following:
*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.
*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.

Revision as of 22:17, 2 September 2023

Version 0.30: 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.

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 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