Difference between revisions of "Status effect"
From SpiralKnights
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+ | {{SKWindow | ||
+ | | width = 200px | ||
+ | | align = right | ||
+ | | margin = 0px 0px 20px 20px | ||
+ | | title = Status Effects | ||
+ | | body = | ||
+ | {{SKWindow/NewRow}} | ||
+ | {{SKWindow/Cell|[[Image:Icon status curse.png|30px|link=Curse]] [[Curse]] | ||
+ | |||
+ | [[Image:Icon status fire.png|30px|link=Fire]] [[Fire]] | ||
+ | |||
+ | [[Image:Icon status freeze.png|30px|link=Freeze]] [[Freeze]] | ||
+ | |||
+ | [[Image:Icon status poison.png|30px|link=Poison]] [[Poison]] | ||
+ | |||
+ | [[Image:Icon status shock.png|30px|link=Shock]] [[Shock]] | ||
+ | |||
+ | [[Image:Icon status sleep.png|30px|link=Sleep]] [[Sleep]] | ||
+ | |||
+ | [[Image:Icon status stun.png|30px|link=Stun]] [[Stun]]}} | ||
+ | }} | ||
'''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. | '''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. | ||
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{{main|Freeze}} | {{main|Freeze}} | ||
− | * + immobilizes monsters, preventing them from moving and making them vulnerable to attacks from the side or rear | + | * + immobilizes monsters, preventing them from moving or turning and making them vulnerable to attacks from the side or rear |
* + Gives the player time to recover or charge up attacks | * + 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 | * + 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 | + | * - Does not hinder enemy's ability to attack in the direction they're facing |
− | * - | + | * - Status will be interrupted by any source of damage, from knights or enemies, in which case monster will not take any extra damage from the freeze itself |
− | + | * - Frozen monsters can obstruct a Knight's escape route | |
=== Poison === | === Poison === | ||
{{main|Poison}} | {{main|Poison}} | ||
− | * + | + | * + Causes damage to monsters whom are being healed, becoming a lethal status when used near Tier 3 Menders and Silkwings. |
− | * + | + | * + Decreases monster's offensive abilities considerably, making a fight much safer. Shields will also last longer against poisoned monsters |
− | * + | + | * + Lowers monster's defense slightly, indirectly buffing teammate's offensive power |
− | * - | + | * - Doesn't make attacks easier to dodge or escape. |
− | * - | + | * - Doesn't directly deal extra damage; you still have to attack normally for poison to make a difference to the fight |
− | * | + | * Situation: Where teammates are effectively dealing constant damage to enemies, and are in a position where dodging attacks is difficult. Also anywhere near healers. |
− | + | ||
=== Shock === | === Shock === | ||
{{main|Shock}} | {{main|Shock}} | ||
− | * + | + | * + Interrupts attacks and movement |
− | * + | + | * + Shock spasms deal damage to the monster inflicted with the status, as well as other monsters within a one block radius |
− | + | * + Due to Shock's elemental damage, deals additional damage to Elemental weak enemies such as Undeads and Constructs. | |
− | * + | + | * - Against a single foe the DoT from shock is weak |
− | * - | + | * - Supercharges Quicksilvers |
− | * - | + | * - Deals minimal damage to monsters resistant to Elemental damage such as Beasts and Gremlins |
− | * | + | * Situation: Multiple non-beast/gremlin monsters packed closely together, especially effective in arenas and triggered spawn clumps |
=== Sleep === | === Sleep === | ||
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* + completely pacifies and immobilizes enemies for a short amount of time | * + completely pacifies and immobilizes enemies for a short amount of time | ||
* - monsters are healed a significant amount while inflicted with sleep | * - monsters are healed a significant amount while inflicted with sleep | ||
− | * - | + | * - Flinching the monster causes them to immediately wake up. |
* - currently vials are the only method for players to inflict sleep | * - currently vials are the only method for players to inflict sleep | ||
− | * situation: | + | * situation: Disabling dangerous monsters temporarily so that other monsters can be handled first |
=== Stun === | === Stun === | ||
{{main|Stun}} | {{main|Stun}} | ||
− | * + | + | * + Severely reduces monsters' movement speed, increasing the effectiveness of knockback weapons, and removes the danger of slow ones |
− | * - | + | * + Severely reduces monsters' attack speed, resulting in monsters becoming far more predictable and less dangerous |
− | * - | + | * - Despite the slower attacks, stun does not reduce damage from attacks |
− | * situation: | + | * - Projectiles are not slowed, only the rate that they are fired |
− | + | * - Incredibly short duration severely limits its use. | |
+ | * - Does not reduce enemy's ability to turn | ||
+ | * situation: Against particularly fast or dangerous enemies, and where your teammates can take full advantage of monsters stunned by your attacks | ||
+ | |||
+ | [[Category:Combat]][[Category:Terminology]] |
Latest revision as of 07:18, 6 March 2013
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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.
Contents
Positives/Negatives of Status Effects
Curse
Main article: 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
Main article: 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
Main article: Freeze
- + immobilizes monsters, preventing them from moving or turning 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
- - Does not hinder enemy's ability to attack in the direction they're facing
- - Status will be interrupted by any source of damage, from knights or enemies, in which case monster will not take any extra damage from the freeze itself
- - Frozen monsters can obstruct a Knight's escape route
Poison
Main article: Poison
- + Causes damage to monsters whom are being healed, becoming a lethal status when used near Tier 3 Menders and Silkwings.
- + Decreases monster's offensive abilities considerably, making a fight much safer. Shields will also last longer against poisoned monsters
- + Lowers monster's defense slightly, indirectly buffing teammate's offensive power
- - Doesn't make attacks easier to dodge or escape.
- - Doesn't directly deal extra damage; you still have to attack normally for poison to make a difference to the fight
- Situation: Where teammates are effectively dealing constant damage to enemies, and are in a position where dodging attacks is difficult. Also anywhere near healers.
Shock
Main article: Shock
- + Interrupts attacks and movement
- + Shock spasms deal damage to the monster inflicted with the status, as well as other monsters within a one block radius
- + Due to Shock's elemental damage, deals additional damage to Elemental weak enemies such as Undeads and Constructs.
- - Against a single foe the DoT from shock is weak
- - Supercharges Quicksilvers
- - Deals minimal damage to monsters resistant to Elemental damage such as Beasts and Gremlins
- Situation: Multiple non-beast/gremlin monsters packed closely together, especially effective in arenas and triggered spawn clumps
Sleep
Main article: Sleep
- + completely pacifies and immobilizes enemies for a short amount of time
- - monsters are healed a significant amount while inflicted with sleep
- - Flinching the monster causes them to immediately wake up.
- - currently vials are the only method for players to inflict sleep
- situation: Disabling dangerous monsters temporarily so that other monsters can be handled first
Stun
Main article: Stun
- + Severely reduces monsters' movement speed, increasing the effectiveness of knockback weapons, and removes the danger of slow ones
- + Severely reduces monsters' attack speed, resulting in monsters becoming far more predictable and less dangerous
- - Despite the slower attacks, stun does not reduce damage from attacks
- - Projectiles are not slowed, only the rate that they are fired
- - Incredibly short duration severely limits its use.
- - Does not reduce enemy's ability to turn
- situation: Against particularly fast or dangerous enemies, and where your teammates can take full advantage of monsters stunned by your attacks