Difference between revisions of "Status effect"

From SpiralKnights

Jump to: navigation, search
(Fixed headers, added main article links. still could use work)
m (Poison: Fix)
Line 41: Line 41:
 
* - 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 ===

Revision as of 00:48, 30 June 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.
Personal tools