Difference between revisions of "Status effect"
From SpiralKnights
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− | Curse: | + | '''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:''' |
− | + allows you to | + | + inflicts strong damage over time without you needing to attack |
− | - doesn't make it easier to dodge/block | + | + allows you to run away from a monster instead of shielding attacks |
− | - | + | - like curse, it doesn't make it easier to dodge/block attack |
− | situation: | + | - 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. | ||
− | Fire: | + | '''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. |
− | - like curse, | + | + 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: | + | 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. |
− | situation: | + | - 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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− | Stun: | + | |
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− | + 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. | + |
Revision as of 13:29, 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 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.