Difference between revisions of "Status effect"
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AdmiralTails (Talk | contribs) (→Freeze: Makes note that Freeze does not prevent attacking.) |
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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 | ||
+ | * - Does not hinder enemy's ability to attack in the direction they're facing | ||
* - Status will be interrupted by any source of damage, in which case monster will not take any extra damage from the freeze itself | * - 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 |
Revision as of 19:44, 5 February 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, 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
Main article: 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
Main article: 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
Main article: 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;
Stun
Main article: 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.