Difference between revisions of "Status effect"

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(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 enemy healers to damage themselves
+
  + 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
  - ingites Oilers
+
  - 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
Also great for melting Ice Jellies.
+
  * 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:'''
  + immobilises monsters, limiting their attack range as well as giving you breathing space/time to charge an attack
+
  + immobilizes monsters, preventing them from moving and making them vulnerable to attacks from the side or rear
  + if left alone, monsters will take damage from the ice breaking naturally.
+
+ Gives the player time to recover or charge up attacks
  - isn't an uninterrupted status effect, meaning an attack will free the monster out of it. it can also be cancelled out by Fire
+
  + 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, effectively shortening the time it takes to kill them
+
  + 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 and deals weak damage over time; almost like fire and freeze combined into one status
+
  + interrupts attacks and movement
  + can be passed from one enemy to another, potentially shocking a large bunch of enemies at the same time
+
+ When taking damage from shock, monster's defense is briefly but significantly lowered.
  - both fire and freeze do a MUCH better job than shock; a jack of all trades
+
  + can be passed from one enemy to another, potentially inflicting a large group at the same time
  - only lowers enemy defense while they are in shock, giving you a very small window of opportunity
+
  + 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 certain amount of time; and is uninterrupted making it even better than Freeze
+
  + completely pacifies and immobilizes enemies for a short amount of time
+ gives you a wide window to deal damage without any evasive maneuvers.
+
  - monsters are healed a significant amount while inflicted with sleep
  - monsters heal while asleep, lowering your DPS.
+
  - attacking the monster causes them to immediately wake up.
  - more of a hindrance when fighting large mobs; the equivalent of giving the enemy another healer.
+
  - currently vials are the only method for players to inflict sleep
  - currently no weapons exist that inflict Sleep, meaning you just have to be lucky to have a vial at the right time.
+
  * 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: individual monsters with large HP that are hard to approach normally, e.g. Lichen Colonies and Royal Jelly.
+
  
 
'''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
+ uninterrupted, meaning stunned monsters will stay stunned for the whole duration.
 
 
  - 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
  - can't be bothered thinking of a second negative because stun is awesome.
+
  - 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.
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