Difference between revisions of "Status effect"
From SpiralKnights
(→Positives/Negatives of Status Effects) |
(I'm not sure this page is even necessary, but since it's here.. I've tried my hardest to clean it up and correct all sorts of inaccurate and redundant information.) |
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'''Curse:''' | '''Curse:''' | ||
− | + | + | + Causes a fair amount of damage any time a monster attempts to use any ability, attack OR healing |
+ allows you to inflict mild damage when shielded | + allows you to inflict mild damage when shielded | ||
- doesn't make it easier to dodge/block attacks | - doesn't make it easier to dodge/block attacks | ||
- only extremely useful against monsters who don't pause/wait after attacking once. | - only extremely useful against monsters who don't pause/wait after attacking once. | ||
− | situation: healers that are protected by mobs or anything else, e.g. Danger Rooms, Arenas and Royal Jelly. | + | * situation: healers that are protected by mobs or anything else, e.g. Danger Rooms, Arenas and Royal Jelly. |
'''Fire:''' | '''Fire:''' | ||
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- like curse, it doesn't make it easier to dodge/block attack | - like curse, it doesn't make it easier to dodge/block attack | ||
- becomes a lot less useful in situations with two or more healers | - becomes a lot less useful in situations with two or more healers | ||
− | - | + | - Immediately extinguished by any freeze effect |
− | situation: damaging large mobs and monsters that are hard to deal with at close range, e.g. deconstruction zones and gun puppies. | + | - ignites Oilers |
− | + | * situation: damaging large mobs and monsters that are hard to deal with at close range, e.g. deconstruction zones and gun puppies. Also great for melting Ice Jellies. | |
'''Freeze:''' | '''Freeze:''' | ||
− | + | + | + immobilizes monsters, preventing them from moving and making them vulnerable to attacks from the side or rear |
− | + if | + | + Gives the player time to recover or charge up attacks |
− | - | + | + if the status is allowed to wear out without the monster being attacked, the monster will take significant damage |
+ | - Status will be interrupted by any source of damage, in which case monster will not take any extra damage from the freeze itself | ||
- waiting for ice damage is time-consuming | - waiting for ice damage is time-consuming | ||
− | situation: small areas with large mobs; dodging enemies | + | * situation: small areas with large mobs; dodging enemies |
'''Poison:''' | '''Poison:''' | ||
+ stops monsters from being able to recover HP, making dealing with healers a lot easier. | + stops monsters from being able to recover HP, making dealing with healers a lot easier. | ||
− | + lowers attack and defense of poisoned monsters, | + | + lowers attack and defense of poisoned monsters, making them slightly easier to kill and slightly less of a threat |
+ | + Monster will be damaged if any other monster attempts to heal them | ||
- like fire and curse, doesn't make attacks easier to dodge, block or run away from | - like fire and curse, doesn't make attacks easier to dodge, block or run away from | ||
- doesn't directly deal extra damage; you still have to attack normally for poison to make a huge difference to the fight | - doesn't directly deal extra damage; you still have to attack normally for poison to make a huge difference to the fight | ||
− | situation: areas where healers aren't easy to kill immediately, and where you are facing a large number of attacks | + | * situation: areas where healers aren't easy to kill immediately, and where you are facing a large number of attacks |
at once or monsters that hit hard | at once or monsters that hit hard | ||
'''Shock:''' | '''Shock:''' | ||
− | + interrupts attacks and movement | + | + interrupts attacks and movement |
− | + can be passed from one enemy to another, potentially | + | + When taking damage from shock, monster's defense is briefly but significantly lowered. |
− | - | + | + can be passed from one enemy to another, potentially inflicting a large group at the same time |
− | - | + | + If multiple monsters are suffering from shock near each other, additional area-effect damage will be caused to them and all monsters near them; inflicting shock on a large group simultaneously will cause TREMENDOUS amounts of damage to the entire group |
+ | - against a single foe the DoT from shock is weak | ||
- supercharges Quicksilvers | - supercharges Quicksilvers | ||
− | situation: small mob numbers tightly bunched together; useful in most normal rooms of normal levels (not Arenas/Danger Rooms etc) | + | * situation: small mob numbers tightly bunched together; useful in most normal rooms of normal levels (not Arenas/Danger Rooms etc) |
'''Sleep:''' | '''Sleep:''' | ||
− | + completely pacifies enemies for a | + | + completely pacifies and immobilizes enemies for a short amount of time |
− | + | - monsters are healed a significant amount while inflicted with sleep | |
− | - monsters | + | - attacking the monster causes them to immediately wake up. |
− | - | + | - currently vials are the only method for players to inflict sleep |
− | - currently | + | * situation: Only useful against enemies that have not yet spotted the player and haven't taken any damage for the sleep status to heal; IE hard-to-reach gun puppies. |
− | situation: | + | |
'''Stun:''' | '''Stun:''' | ||
+ significantly slows monsters' movement speed and attack speed, meaning you can attack more and shield less | + significantly slows monsters' movement speed and attack speed, meaning you can attack more and shield less | ||
− | |||
- you can still be attacked by stunned monsters, and will take full damage | - you can still be attacked by stunned monsters, and will take full damage | ||
− | - | + | - incredibly short duration severely limits its use. |
− | situation: places where enemies attack rapidly, or against enemies that move faster than your weapon can keep up with. | + | * situation: places where enemies attack rapidly, or against enemies that move faster than your weapon can keep up with. |
Spookats, dodgers like Alpha Wolvers and Devilites, Gun Puppies. | Spookats, dodgers like Alpha Wolvers and Devilites, Gun Puppies. |
Revision as of 20:26, 1 May 2011
Status effects are statuses that effect the behavior of both players and enemies. They have a wide range from effects, such as dealing damage over time or damaging a character when it attacks.
Positives/Negatives of Status Effects
Curse:
+ Causes a fair amount of damage any time a monster attempts to use any ability, attack OR healing + allows you to inflict mild damage when shielded - doesn't make it easier to dodge/block attacks - only extremely useful against monsters who don't pause/wait after attacking once. * situation: healers that are protected by mobs or anything else, e.g. Danger Rooms, Arenas and Royal Jelly.
Fire:
+ inflicts strong damage over time without you needing to attack + allows you to run away from a monster instead of shielding attacks - like curse, it doesn't make it easier to dodge/block attack - becomes a lot less useful in situations with two or more healers - Immediately extinguished by any freeze effect - ignites Oilers * situation: damaging large mobs and monsters that are hard to deal with at close range, e.g. deconstruction zones and gun puppies. Also great for melting Ice Jellies.
Freeze:
+ immobilizes monsters, preventing them from moving and making them vulnerable to attacks from the side or rear + Gives the player time to recover or charge up attacks + if the status is allowed to wear out without the monster being attacked, the monster will take significant damage - Status will be interrupted by any source of damage, in which case monster will not take any extra damage from the freeze itself - waiting for ice damage is time-consuming * situation: small areas with large mobs; dodging enemies
Poison:
+ stops monsters from being able to recover HP, making dealing with healers a lot easier. + lowers attack and defense of poisoned monsters, making them slightly easier to kill and slightly less of a threat + Monster will be damaged if any other monster attempts to heal them - like fire and curse, doesn't make attacks easier to dodge, block or run away from - doesn't directly deal extra damage; you still have to attack normally for poison to make a huge difference to the fight * situation: areas where healers aren't easy to kill immediately, and where you are facing a large number of attacks at once or monsters that hit hard
Shock:
+ interrupts attacks and movement + When taking damage from shock, monster's defense is briefly but significantly lowered. + can be passed from one enemy to another, potentially inflicting a large group at the same time + If multiple monsters are suffering from shock near each other, additional area-effect damage will be caused to them and all monsters near them; inflicting shock on a large group simultaneously will cause TREMENDOUS amounts of damage to the entire group - against a single foe the DoT from shock is weak - supercharges Quicksilvers * situation: small mob numbers tightly bunched together; useful in most normal rooms of normal levels (not Arenas/Danger Rooms etc)
Sleep:
+ completely pacifies and immobilizes enemies for a short amount of time - monsters are healed a significant amount while inflicted with sleep - attacking the monster causes them to immediately wake up. - currently vials are the only method for players to inflict sleep * situation: Only useful against enemies that have not yet spotted the player and haven't taken any damage for the sleep status to heal; IE hard-to-reach gun puppies.
Stun:
+ significantly slows monsters' movement speed and attack speed, meaning you can attack more and shield less - you can still be attacked by stunned monsters, and will take full damage - incredibly short duration severely limits its use. * situation: places where enemies attack rapidly, or against enemies that move faster than your weapon can keep up with. Spookats, dodgers like Alpha Wolvers and Devilites, Gun Puppies.