Difference between revisions of "Status effect"

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(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.)
(Fixed headers, added main article links. still could use work)
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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.
  
 +
== Positives/Negatives of Status Effects ==
  
 +
=== Curse ===
 +
{{main|Curse}}
  
== Positives/Negatives of Status Effects ==
+
* + 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|Fire}}
  
'''Curse:'''
+
* + inflicts strong damage over time without you needing to attack
+ Causes a fair amount of damage any time a monster attempts to use any ability, attack OR healing
+
* + allows you to run away from a monster instead of shielding attacks
+ allows you to inflict mild damage when shielded
+
* - like curse, it doesn't make it easier to dodge/block attack
- doesn't make it easier to dodge/block attacks
+
* - becomes a lot less useful in situations with two or more healers
- only extremely useful against monsters who don't pause/wait after attacking once.
+
* - Immediately extinguished by any freeze effect
* situation: healers that are protected by mobs or anything else, e.g. Danger Rooms, Arenas and Royal Jelly.
+
* - 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.
  
'''Fire:'''
+
=== Freeze ===
+ inflicts strong damage over time without you needing to attack
+
{{main|Freeze}}
+ 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
+ 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
+ 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
- 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.
+
{{main|Poison}}
+ 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
+
* + stops monsters from being able to recover HP, making dealing with healers a lot easier.
- like fire and curse, doesn't make attacks easier to dodge, block or run away from
+
* + lowers attack and defense of poisoned monsters, making them slightly easier to kill and slightly less of a threat
- doesn't directly deal extra damage; you still have to attack normally for poison to make a huge difference to the fight
+
* + Monster will be damaged if any other monster attempts to heal them
* situation: areas where healers aren't easy to kill immediately, and where you are facing a large number of attacks  
+
* - 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
 
  at once or monsters that hit hard
  
'''Shock:'''
+
=== Shock ===
+ interrupts attacks and movement
+
{{main|Shock}}
+ 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
+
* + interrupts attacks and movement
+ 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
+
* + When taking damage from shock, monster's defense is briefly but significantly lowered.
- against a single foe the DoT from shock is weak
+
* + can be passed from one enemy to another, potentially inflicting a large group at the same time
- supercharges Quicksilvers
+
* + 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
* situation: small mob numbers tightly bunched together; useful in most normal rooms of normal levels (not Arenas/Danger Rooms etc)
+
* - 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|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.
  
'''Sleep:'''
+
=== Stun ===
+ completely pacifies and immobilizes enemies for a short amount of time
+
{{main|Stun}}
- 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
+ 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.
- 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 21:21, 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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