Difference between revisions of "Status effect"

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(Fixed headers, added main article links. still could use work)
(Stun)
 
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{{SKWindow
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| width = 200px
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| align = right
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| margin = 0px 0px 20px 20px
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| title = Status Effects
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| body =
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{{SKWindow/NewRow}}
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{{SKWindow/Cell|[[Image:Icon status curse.png|30px|link=Curse]] [[Curse]]
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[[Image:Icon status fire.png|30px|link=Fire]] [[Fire]]
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[[Image:Icon status freeze.png|30px|link=Freeze]] [[Freeze]]
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[[Image:Icon status poison.png|30px|link=Poison]] [[Poison]]
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[[Image:Icon status shock.png|30px|link=Shock]] [[Shock]]
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[[Image:Icon status sleep.png|30px|link=Sleep]] [[Sleep]]
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[[Image:Icon status stun.png|30px|link=Stun]] [[Stun]]}}
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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.
 
'''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
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* + 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
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* - Does not hinder enemy's ability to attack in the direction they're facing
* - waiting for ice damage is time-consuming
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* - 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
* situation: small areas with large mobs; dodging enemies
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* - Frozen monsters can obstruct a Knight's escape route
  
 
=== Poison ===
 
=== Poison ===
 
{{main|Poison}}
 
{{main|Poison}}
  
* + stops monsters from being able to recover HP, making dealing with healers a lot easier.
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* + Causes damage to monsters whom are being healed, becoming a lethal status when used near Tier 3 Menders and Silkwings.
* + lowers attack and defense of poisoned monsters, making them slightly easier to kill and slightly less of a threat
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* + Decreases monster's offensive abilities considerably, making a fight much safer. Shields will also last longer against poisoned monsters
* + Monster will be damaged if any other monster attempts to heal them
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* + Lowers monster's defense slightly, indirectly buffing teammate's offensive power
* - like fire and curse, doesn't make attacks easier to dodge, block or run away from
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* - 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 huge difference to the fight
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* - Doesn't directly deal extra damage; you still have to attack normally for poison to make a difference to the fight
* situation: areas where healers aren't easy to kill immediately, and where you are facing a large number of attacks  
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* Situation: Where teammates are effectively dealing constant damage to enemies, and are in a position where dodging attacks is difficult. Also anywhere near healers.
at once or monsters that hit hard
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=== Shock ===
 
=== Shock ===
 
{{main|Shock}}
 
{{main|Shock}}
  
* + interrupts attacks and movement
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* + Interrupts attacks and movement
* + When taking damage from shock, monster's defense is briefly but significantly lowered.
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* + Shock spasms deal damage to the monster inflicted with the status, as well as other monsters within a one block radius
* + can be passed from one enemy to another, potentially inflicting a large group at the same time
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* + Due to Shock's elemental damage, deals additional damage to Elemental weak enemies such as Undeads and Constructs.
* + 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
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* - Against a single foe the DoT from shock is weak
* - against a single foe the DoT from shock is weak
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* - Supercharges Quicksilvers
* - supercharges Quicksilvers
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* - Deals minimal damage to monsters resistant to Elemental damage such as Beasts and Gremlins
* situation: small mob numbers tightly bunched together; useful in most normal rooms of normal levels (not Arenas/Danger Rooms etc)
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* 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
* - attacking the monster causes them to immediately wake up.
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* - 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: 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.
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* situation: Disabling dangerous monsters temporarily so that other monsters can be handled first
  
 
=== Stun ===
 
=== Stun ===
 
{{main|Stun}}
 
{{main|Stun}}
  
* + significantly slows monsters' movement speed and attack speed, meaning you can attack more and shield less
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* + Severely reduces monsters' movement speed, increasing the effectiveness of knockback weapons, and removes the danger of slow ones
* - you can still be attacked by stunned monsters, and will take full damage
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* + Severely reduces monsters' attack speed, resulting in monsters becoming far more predictable and less dangerous
* - incredibly short duration severely limits its use.
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* - Despite the slower attacks, stun does not reduce damage from attacks
* situation: places where enemies attack rapidly, or against enemies that move faster than your weapon can keep up with.
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* - Projectiles are not slowed, only the rate that they are fired
* Spookats, dodgers like Alpha Wolvers and Devilites, Gun Puppies.
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* - Incredibly short duration severely limits its use.
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* - Does not reduce enemy's ability to turn
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* situation: Against particularly fast or dangerous enemies, and where your teammates can take full advantage of monsters stunned by your attacks
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[[Category:Combat]][[Category:Terminology]]

Latest revision as of 07:18, 6 March 2013

Status Effects
Icon status curse.png Curse

Icon status fire.png Fire

Icon status freeze.png Freeze

Icon status poison.png Poison

Icon status shock.png Shock

Icon status sleep.png Sleep

Icon status stun.png 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.

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 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

  • + 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

  • + 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

  • + 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

  • + 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
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