Difference between revisions of "Status effect"

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(Created page with ''''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 chara…')
 
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- 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
 
- can't be bothered thinking of a second negative because stun is awesome.
 
- can't be bothered thinking of a second negative because stun is awesome.
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].
+
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.

Revision as of 13:24, 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.

Curse: + causes enemy healers to damage themselves + 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 - ingites 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: + immobilises monsters, limiting their attack range as well as giving you breathing space/time to charge an attack + if left alone, monsters will take damage from the ice breaking naturally. - isn't an uninterrupted status effect, meaning an attack will free the monster out of it. it can also be cancelled out by Fire - 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, effectively shortening the time it takes to kill 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 and deals weak damage over time; almost like fire and freeze combined into one status + can be passed from one enemy to another, potentially shocking a large bunch of enemies at the same time - both fire and freeze do a MUCH better job than shock; a jack of all trades - only lowers enemy defense while they are in shock, giving you a very small window of opportunity - 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 enemies for a certain amount of time; and is uninterrupted making it even better than Freeze + gives you a wide window to deal damage without any evasive maneuvers. - monsters heal while asleep, lowering your DPS. - more of a hindrance when fighting large mobs; the equivalent of giving the enemy another healer. - currently no weapons exist that inflict Sleep, meaning you just have to be lucky to have a vial at the right time. situation: individual monsters with large HP that are hard to approach normally, e.g. Lichen Colonies and Royal Jelly.

Stun: + significantly slows monsters' movement speed and attack speed, meaning you can attack more and shield less + uninterrupted, meaning stunned monsters will stay stunned for the whole duration. - you can still be attacked by stunned monsters, and will take full damage - can't be bothered thinking of a second negative because stun is awesome. 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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