Difference between revisions of "Status effect"

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(Positives/Negatives of Status Effects)
(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.
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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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}}
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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.
  
 
== Positives/Negatives of Status Effects ==
 
== Positives/Negatives of Status Effects ==
  
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=== Curse ===
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{{main|Curse}}
  
Curse:
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* + Causes a fair amount of damage any time a monster attempts to use any ability, attack OR healing
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* + allows you to inflict mild damage when shielded
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* - doesn't make it easier to dodge/block attacks
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* - only extremely useful against monsters who don't pause/wait after attacking once.
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* situation: healers that are protected by mobs or anything else, e.g. Danger Rooms, Arenas and Royal Jelly.
  
+ causes enemy healers to damage themselves
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=== Fire ===
+ allows you to inflict mild damage when shielded
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{{main|Fire}}
- doesn't make it easier to dodge/block attacks
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- only extremely useful against monsters who don't pause/wait after attacking once.
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situation: healers that are protected by mobs or anything else, e.g. Danger Rooms, Arenas and Royal Jelly.
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Fire:
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* + inflicts strong damage over time without you needing to attack
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* + allows you to run away from a monster instead of shielding attacks
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* - like curse, it doesn't make it easier to dodge/block attack
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* - becomes a lot less useful in situations with two or more healers
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* - Immediately extinguished by any freeze effect
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* - ignites Oilers
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* 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.
  
+ inflicts strong damage over time without you needing to attack
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=== Freeze ===
+ allows you to run away from a monster instead of shielding attacks
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{{main|Freeze}}
- like curse, it doesn't make it easier to dodge/block attack
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- becomes a lot less useful in situations with two or more healers
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- ingites Oilers
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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.
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Freeze:
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* + immobilizes monsters, preventing them from moving or turning and making them vulnerable to attacks from the side or rear
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* + Gives the player time to recover or charge up attacks
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* + if the status is allowed to wear out without the monster being attacked, the monster will take significant damage
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* - Does not hinder enemy's ability to attack in the direction they're facing
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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
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* - Frozen monsters can obstruct a Knight's escape route
  
+ immobilises monsters, limiting their attack range as well as giving you breathing space/time to charge an attack
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=== Poison ===
+ if left alone, monsters will take damage from the ice breaking naturally.
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{{main|Poison}}
- isn't an uninterrupted status effect, meaning an attack will free the monster out of it. it can also be cancelled out by Fire
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- waiting for ice damage is time-consuming
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situation: small areas with large mobs; dodging enemies
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Poison:
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* + Causes damage to monsters whom are being healed, becoming a lethal status when used near Tier 3 Menders and Silkwings.
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* + Decreases monster's offensive abilities considerably, making a fight much safer. Shields will also last longer against poisoned monsters
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* + Lowers monster's defense slightly, indirectly buffing teammate's offensive power
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* - Doesn't make attacks easier to dodge or escape.
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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
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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.
  
+ stops monsters from being able to recover HP, making dealing with healers a lot easier.
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=== Shock ===
+ lowers attack and defense of poisoned monsters, effectively shortening the time it takes to kill them
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{{main|Shock}}
- like fire and curse, doesn't make attacks easier to dodge, block or run away from
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- 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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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
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Shock:
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* + Interrupts attacks and movement
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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
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* + Due to Shock's elemental damage, deals additional damage to Elemental weak enemies such as Undeads and Constructs.
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* - Against a single foe the DoT from shock is weak
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* - Supercharges Quicksilvers
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* - Deals minimal damage to monsters resistant to Elemental damage such as Beasts and Gremlins
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* Situation: Multiple non-beast/gremlin monsters packed closely together, especially effective in arenas and triggered spawn clumps
  
+ interrupts attacks and movement and deals weak damage over time; almost like fire and freeze combined into one status
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=== Sleep ===
+ can be passed from one enemy to another, potentially shocking a large bunch of enemies at the same time
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{{main|Sleep}}
- both fire and freeze do a MUCH better job than shock; a jack of all trades
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- only lowers enemy defense while they are in shock, giving you a very small window of opportunity
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- supercharges Quicksilvers
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situation: small mob numbers tightly bunched together; useful in most normal rooms of normal levels (not Arenas/Danger Rooms etc)
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Sleep:
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* + completely pacifies and immobilizes enemies for a short amount of time
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* - monsters are healed a significant amount while inflicted with sleep
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* - Flinching the monster causes them to immediately wake up.
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* - currently vials are the only method for players to inflict sleep
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* situation: Disabling dangerous monsters temporarily so that other monsters can be handled first
  
+ completely pacifies enemies for a certain amount of time; and is uninterrupted making it even better than Freeze
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=== Stun ===
+ gives you a wide window to deal damage without any evasive maneuvers.
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{{main|Stun}}
- monsters heal while asleep, lowering your DPS.
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- more of a hindrance when fighting large mobs; the equivalent of giving the enemy another healer.
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- currently no weapons exist that inflict Sleep, meaning you just have to be lucky to have a vial at the right time.
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situation: individual monsters with large HP that are hard to approach normally, e.g. Lichen Colonies and Royal Jelly.
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Stun:
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* + Severely reduces monsters' movement speed, increasing the effectiveness of knockback weapons, and removes the danger of slow ones
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* + Severely reduces monsters' attack speed, resulting in monsters becoming far more predictable and less dangerous
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* - Despite the slower attacks, stun does not reduce damage from attacks
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* - Projectiles are not slowed, only the rate that they are fired
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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
  
+ significantly slows monsters' movement speed and attack speed, meaning you can attack more and shield less
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[[Category:Combat]][[Category:Terminology]]
+ uninterrupted, meaning stunned monsters will stay stunned for the whole duration.
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- you can still be attacked by stunned monsters, and will take full damage
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- can't be bothered thinking of a second negative because stun is awesome.
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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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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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