Electrocution

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Template:Version034 Template:Flavour 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 flat damage, independent of actual weapon damage, meaning it is most effective on fast weapons like Short Blades, whips, and spears (triggering elec every 0.5 turn > elec every 0.7 turn). However, it is still a decent brand on "heavy" weapons. For reference, a +9 broad axe of elec is slightly weaker than flaming or freezing. As a bonus, few enemies resist electricity until reaching Zot and extended.

Electrocution's damage ignores AC entirely, so elec becomes stronger relative to flaming/freezing against high AC opponents.

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.

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