<?xml version="1.0"?>
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		<id>http://crawl.chaosforge.org/index.php?action=history&amp;feed=atom&amp;title=Strength_weight</id>
		<title>Strength weight - Revision history</title>
		<link rel="self" type="application/atom+xml" href="http://crawl.chaosforge.org/index.php?action=history&amp;feed=atom&amp;title=Strength_weight"/>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Strength_weight&amp;action=history"/>
		<updated>2026-04-30T21:27:21Z</updated>
		<subtitle>Revision history for this page on the wiki</subtitle>
		<generator>MediaWiki 1.30.0</generator>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Strength_weight&amp;diff=44886&amp;oldid=prev</id>
		<title>Kenreth: Strength weighting concept removed in 0.18</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Strength_weight&amp;diff=44886&amp;oldid=prev"/>
				<updated>2017-02-10T18:13:09Z</updated>
		
		<summary type="html">&lt;p&gt;Strength weighting concept removed in 0.18&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr style=&quot;vertical-align: top;&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;Revision as of 18:13, 10 February 2017&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot; &gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;{{obsolete}}&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Generally in Crawl, heavier weapons benefit more from [[strength]] than from [[dexterity]]. '''Strength weighting''' (abbreviated &amp;quot;str weight&amp;quot;) is a game mechanic that determines relatively how much a character's strength and dexterity affect a given weapon's damage output.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Generally in Crawl, heavier weapons benefit more from [[strength]] than from [[dexterity]]. '''Strength weighting''' (abbreviated &amp;quot;str weight&amp;quot;) is a game mechanic that determines relatively how much a character's strength and dexterity affect a given weapon's damage output.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l31&quot; &gt;Line 31:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 33:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;tt&amp;gt;'''Turns taken''' = ( launcher_base_attack_delay_percentile - player_skill×(W×Str + (W-1)×Dex)×4/25 ) / 100&amp;lt;/tt&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;tt&amp;gt;'''Turns taken''' = ( launcher_base_attack_delay_percentile - player_skill×(W×Str + (W-1)×Dex)×4/25 ) / 100&amp;lt;/tt&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;==History==&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;*The concept of strength weighting was removed in [[0.18]].&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Category:Game mechanics]]&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Category:Game mechanics]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Kenreth</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Strength_weight&amp;diff=19520&amp;oldid=prev</id>
		<title>MoogleDan: Removed non-existent strength requirement for weapons</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Strength_weight&amp;diff=19520&amp;oldid=prev"/>
				<updated>2013-09-18T22:16:24Z</updated>
		
		<summary type="html">&lt;p&gt;Removed non-existent strength requirement for weapons&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr style=&quot;vertical-align: top;&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;Revision as of 22:16, 18 September 2013&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot; &gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Generally in Crawl, heavier weapons benefit more from [[strength]] than from [[dexterity]]&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;, and also tend to require more strength to use properly&lt;/del&gt;. '''Strength weighting''' (abbreviated &amp;quot;str weight&amp;quot;) is a game mechanic that determines relatively how much a character's strength and dexterity affect a given weapon's damage output.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Generally in Crawl, heavier weapons benefit more from [[strength]] than from [[dexterity]]. '''Strength weighting''' (abbreviated &amp;quot;str weight&amp;quot;) is a game mechanic that determines relatively how much a character's strength and dexterity affect a given weapon's damage output.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;A given str weight value can be viewed as a quotient expressed as a percentage; the &amp;quot;amount of effect&amp;quot; that strength has on a weapon, divided by the total amount of effect that strength and dexterity together have on it. So a str weight of 100% (such as with a [[giant club]]) implies that strength affects the weapon far more than dexterity does. Conversely, 0% (eg. [[quick blade]]) implies that strength has a very small effect on how well a weapon performs.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;A given str weight value can be viewed as a quotient expressed as a percentage; the &amp;quot;amount of effect&amp;quot; that strength has on a weapon, divided by the total amount of effect that strength and dexterity together have on it. So a str weight of 100% (such as with a [[giant club]]) implies that strength affects the weapon far more than dexterity does. Conversely, 0% (eg. [[quick blade]]) implies that strength has a very small effect on how well a weapon performs.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>MoogleDan</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Strength_weight&amp;diff=19514&amp;oldid=prev</id>
		<title>Snyrand: rephrase of &quot;strength is all that really matters when using it&quot;</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Strength_weight&amp;diff=19514&amp;oldid=prev"/>
				<updated>2013-09-18T21:47:26Z</updated>
		
		<summary type="html">&lt;p&gt;rephrase of &amp;quot;strength is all that really matters when using it&amp;quot;&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr style=&quot;vertical-align: top;&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;Revision as of 21:47, 18 September 2013&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot; &gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Generally in Crawl, heavier weapons benefit more from [[strength]] than from [[dexterity]], and also tend to require more strength to use properly. '''Strength weighting''' (abbreviated &amp;quot;str weight&amp;quot;) is a game mechanic that determines relatively how much a character's strength and dexterity affect a given weapon's damage output.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Generally in Crawl, heavier weapons benefit more from [[strength]] than from [[dexterity]], and also tend to require more strength to use properly. '''Strength weighting''' (abbreviated &amp;quot;str weight&amp;quot;) is a game mechanic that determines relatively how much a character's strength and dexterity affect a given weapon's damage output.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;A given str weight value can be viewed as a quotient expressed as a percentage; the &amp;quot;amount of effect&amp;quot; that strength has on a weapon, divided by the total amount of effect that strength and dexterity together have on it. So a str weight of 100% (such as with a [[giant club]]) implies that strength &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;is all that really matters when using it&lt;/del&gt;. Conversely, 0% (eg. [[quick blade]]) implies that strength has a very small effect on how well a weapon performs.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;A given str weight value can be viewed as a quotient expressed as a percentage; the &amp;quot;amount of effect&amp;quot; that strength has on a weapon, divided by the total amount of effect that strength and dexterity together have on it. So a str weight of 100% (such as with a [[giant club]]) implies that strength &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;affects the weapon far more than dexterity does&lt;/ins&gt;. Conversely, 0% (eg. [[quick blade]]) implies that strength has a very small effect on how well a weapon performs.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Almost all weapons fall somewhere in-between the two extremes. The weighted average of strength and dexterity affects both damage potential and [[to-hit]], the former being affected more by strength and the latter being affected more by dexterity. Thus, note that that even 0% and 100% strength weightings don't imply that either stat has no effect: more dexterity always implies better to-hit and more strength always implies higher per-hit damage. A 50% str weight still implies that dexterity has a bigger effect than strength on to-hit, and conversely with strength and damage.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Almost all weapons fall somewhere in-between the two extremes. The weighted average of strength and dexterity affects both damage potential and [[to-hit]], the former being affected more by strength and the latter being affected more by dexterity. Thus, note that that even 0% and 100% strength weightings don't imply that either stat has no effect: more dexterity always implies better to-hit and more strength always implies higher per-hit damage. A 50% str weight still implies that dexterity has a bigger effect than strength on to-hit, and conversely with strength and damage.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Snyrand</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Strength_weight&amp;diff=19443&amp;oldid=prev</id>
		<title>Snyrand: added formulas. dived and referenced the convoluted source. then did some algebra to get the formulas in a hopefully more palatable form (doesn't this wiki need Tex?) I leave it to other editors to decide whether this is horribly overdone or inaccurate</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Strength_weight&amp;diff=19443&amp;oldid=prev"/>
				<updated>2013-09-17T16:06:12Z</updated>
		
		<summary type="html">&lt;p&gt;added formulas. dived and referenced the convoluted source. then did some algebra to get the formulas in a hopefully more palatable form (doesn&amp;#039;t this wiki need Tex?) I leave it to other editors to decide whether this is horribly overdone or inaccurate&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
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				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr style=&quot;vertical-align: top;&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;Revision as of 16:06, 17 September 2013&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot; &gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;{{stub}}&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Generally in Crawl, heavier weapons benefit more from [[strength]] than from [[dexterity]], and also tend to require more strength to use properly. '''Strength weighting''' (abbreviated &amp;quot;str weight&amp;quot;) is a game mechanic that determines relatively how much a character's strength and dexterity affect a given weapon's damage output.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Generally in Crawl, heavier weapons benefit more from [[strength]] than from [[dexterity]], and also tend to require more strength to use properly. '''Strength weighting''' (abbreviated &amp;quot;str weight&amp;quot;) is a game mechanic that determines relatively how much a character's strength and dexterity affect a given weapon's damage output.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l5&quot; &gt;Line 5:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 4:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Almost all weapons fall somewhere in-between the two extremes. The weighted average of strength and dexterity affects both damage potential and [[to-hit]], the former being affected more by strength and the latter being affected more by dexterity. Thus, note that that even 0% and 100% strength weightings don't imply that either stat has no effect: more dexterity always implies better to-hit and more strength always implies higher per-hit damage. A 50% str weight still implies that dexterity has a bigger effect than strength on to-hit, and conversely with strength and damage.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Almost all weapons fall somewhere in-between the two extremes. The weighted average of strength and dexterity affects both damage potential and [[to-hit]], the former being affected more by strength and the latter being affected more by dexterity. Thus, note that that even 0% and 100% strength weightings don't imply that either stat has no effect: more dexterity always implies better to-hit and more strength always implies higher per-hit damage. A 50% str weight still implies that dexterity has a bigger effect than strength on to-hit, and conversely with strength and damage.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;== Formulas and source ==&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[https://gitorious.org/crawl/crawl/source/3fb7fd9f23f7f93a1e85b39c3ba46f27e91505f3:crawl-ref/source/itemprop.cc#L163 In the source]&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;strength weight fractions are represented by integers from 0 to 10, representing 0% to 100% respectively. In the formulas below, '''W''' denotes strength weight as a fraction, ie. W=0.0 for quickblade and W=1.0 for giant club.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;=== Melee ===&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;In the 0.12 source, melee damage is calculated a bit differently for&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[https://gitorious.org/crawl/crawl/source/3fb7fd9f23f7f93a1e85b39c3ba46f27e91505f3:crawl-ref/source/melee_attack.cc#L5274 monsters]&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and player characters. Player damage potential is&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[https://gitorious.org/crawl/crawl/source/3fb7fd9f23f7f93a1e85b39c3ba46f27e91505f3:crawl-ref/source/melee_attack.cc#L5367 based on weapon base damage] and, among other things,&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[https://gitorious.org/crawl/crawl/source/3fb7fd9f23f7f93a1e85b39c3ba46f27e91505f3:crawl-ref/source/melee_attack.cc#L1606 amplified by a stat value]&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;which is taken as a&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[https://gitorious.org/crawl/crawl/source/3fb7fd9f23f7f93a1e85b39c3ba46f27e91505f3:crawl-ref/source/melee_attack.cc#L5494 blend between the player's Str and Dex]:&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;lt;tt&amp;gt;'''Melee damage blended stat''' = 0.5×Str + 0.5(W×Str + (1-W)Dex)&amp;lt;/tt&amp;gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Stats are blended [https://gitorious.org/crawl/crawl/source/3fb7fd9f23f7f93a1e85b39c3ba46f27e91505f3:crawl-ref/source/melee_attack.cc#L5149 similiarly for to-hit]&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but conversely to damage calculations, dexterity counts twice as heavily towards to-hit as strength does:&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;lt;tt&amp;gt;'''Melee to-hit blended stat''' = 0.5×Dex + 0.5(W×Str + (1-W)Dex)&amp;lt;/tt&amp;gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;=== Launchers ===&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The [https://gitorious.org/crawl/crawl/source/3fb7fd9f23f7f93a1e85b39c3ba46f27e91505f3:crawl-ref/source/throw.cc#L1346 code for player-fired missile]&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;damage and to hit is even harder to decypher than for melee weapons. Strength and dexterity&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[https://gitorious.org/crawl/crawl/source/3fb7fd9f23f7f93a1e85b39c3ba46f27e91505f3:crawl-ref/source/throw.cc#L545 primarily affect]&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the launcher &amp;quot;speed&amp;quot;. &amp;quot;Speed&amp;quot; is a misnomer though: it means the amount of in-game time taken to fire a shot, not the rate at which shots are fired. Roughly:&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;lt;tt&amp;gt;'''Turns taken''' = ( launcher_base_attack_delay_percentile - player_skill×(W×Str + (W-1)×Dex)×4/25 ) / 100&amp;lt;/tt&amp;gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Category:Game mechanics]]&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Category:Game mechanics]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Snyrand</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Strength_weight&amp;diff=19402&amp;oldid=prev</id>
		<title>Buddy23Lee: Attribute -&gt; game mechanic. Added appropriate category</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Strength_weight&amp;diff=19402&amp;oldid=prev"/>
				<updated>2013-09-16T18:13:29Z</updated>
		
		<summary type="html">&lt;p&gt;Attribute -&amp;gt; game mechanic. Added appropriate category&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr style=&quot;vertical-align: top;&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;Revision as of 18:13, 16 September 2013&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot; &gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{stub}}&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{stub}}&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Generally in Crawl, heavier weapons benefit more from [[strength]] than from [[dexterity]], and also tend to require more strength to use properly. '''Strength weighting''' (abbreviated &amp;quot;str weight&amp;quot;) is &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;an attribute &lt;/del&gt;that determines relatively how much a character's strength and dexterity affect a given weapon's damage output.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Generally in Crawl, heavier weapons benefit more from [[strength]] than from [[dexterity]], and also tend to require more strength to use properly. '''Strength weighting''' (abbreviated &amp;quot;str weight&amp;quot;) is &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;a game mechanic &lt;/ins&gt;that determines relatively how much a character's strength and dexterity affect a given weapon's damage output.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;A given str weight value can be viewed as a quotient expressed as a percentage; the &amp;quot;amount of effect&amp;quot; that strength has on a weapon, divided by the total amount of effect that strength and dexterity together have on it. So a str weight of 100% (such as with a [[giant club]]) implies that strength is all that really matters when using it. Conversely, 0% (eg. [[quick blade]]) implies that strength has a very small effect on how well a weapon performs.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;A given str weight value can be viewed as a quotient expressed as a percentage; the &amp;quot;amount of effect&amp;quot; that strength has on a weapon, divided by the total amount of effect that strength and dexterity together have on it. So a str weight of 100% (such as with a [[giant club]]) implies that strength is all that really matters when using it. Conversely, 0% (eg. [[quick blade]]) implies that strength has a very small effect on how well a weapon performs.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Almost all weapons fall somewhere in-between the two extremes. The weighted average of strength and dexterity affects both damage potential and [[to-hit]], the former being affected more by strength and the latter being affected more by dexterity. Thus, note that that even 0% and 100% strength weightings don't imply that either stat has no effect: more dexterity always implies better to-hit and more strength always implies higher per-hit damage. A 50% str weight still implies that dexterity has a bigger effect than strength on to-hit, and conversely with strength and damage.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Almost all weapons fall somewhere in-between the two extremes. The weighted average of strength and dexterity affects both damage potential and [[to-hit]], the former being affected more by strength and the latter being affected more by dexterity. Thus, note that that even 0% and 100% strength weightings don't imply that either stat has no effect: more dexterity always implies better to-hit and more strength always implies higher per-hit damage. A 50% str weight still implies that dexterity has a bigger effect than strength on to-hit, and conversely with strength and damage.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[[Category:Game mechanics]]&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Buddy23Lee</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Strength_weight&amp;diff=19401&amp;oldid=prev</id>
		<title>Buddy23Lee: Attempted some copyediting</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Strength_weight&amp;diff=19401&amp;oldid=prev"/>
				<updated>2013-09-16T18:11:38Z</updated>
		
		<summary type="html">&lt;p&gt;Attempted some copyediting&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr style=&quot;vertical-align: top;&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;Revision as of 18:11, 16 September 2013&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot; &gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{stub}}&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{stub}}&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Generally in Crawl, heavier weapons benefit more from [[strength]] than from [[dexterity]], and also tend to require more strength to use properly &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;in the first place&lt;/del&gt;. '''Strength weighting''' (abbreviated &amp;quot;str weight&amp;quot;) is an attribute that determines relatively how much a character's &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Str &lt;/del&gt;and &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Dex &lt;/del&gt;affect a given weapon's damage output.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Generally in Crawl, heavier weapons benefit more from [[strength]] than from [[dexterity]], and also tend to require more strength to use properly. '''Strength weighting''' (abbreviated &amp;quot;str weight&amp;quot;) is an attribute that determines relatively how much a character's &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;strength &lt;/ins&gt;and &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;dexterity &lt;/ins&gt;affect a given weapon's damage output.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;A given str weight value can be viewed as a quotient expressed as a percentage&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;: &lt;/del&gt;the &amp;quot;amount of effect&amp;quot; that &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Str &lt;/del&gt;has on a weapon divided by the total amount of effect that &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Str &lt;/del&gt;and &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Dex &lt;/del&gt;together have on it. So a str weight of 100% (such as with a [[giant club]]) implies that strength is all that really matters when using it. Conversely, 0% (eg. [[quick blade]]) implies that strength has &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;an &lt;/del&gt;very small effect on how well a weapon performs.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;A given str weight value can be viewed as a quotient expressed as a percentage&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;; &lt;/ins&gt;the &amp;quot;amount of effect&amp;quot; that &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;strength &lt;/ins&gt;has on a weapon&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;, &lt;/ins&gt;divided by the total amount of effect that &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;strength &lt;/ins&gt;and &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;dexterity &lt;/ins&gt;together have on it. So a str weight of 100% (such as with a [[giant club]]) implies that strength is all that really matters when using it. Conversely, 0% (eg. [[quick blade]]) implies that strength has &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;a &lt;/ins&gt;very small effect on how well a weapon performs.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Almost all weapons fall somewhere in between the two extremes. The weighted average of strength and dexterity affects both damage potential and [[to-hit]], the former being affected more by strength and the latter being affected more by dexterity. Thus note that that even 0% and 100% strength weightings don't imply that either stat has no effect: more &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;dex &lt;/del&gt;always implies better to-hit and more &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;str &lt;/del&gt;always implies higher per-hit damage. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Ergo, &lt;/del&gt;50% str weight still implies that &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;dex &lt;/del&gt;has a bigger effect than &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;str &lt;/del&gt;on to-hit, and conversely with &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;str &lt;/del&gt;and damage.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Almost all weapons fall somewhere in&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;-&lt;/ins&gt;between the two extremes. The weighted average of strength and dexterity affects both damage potential and [[to-hit]], the former being affected more by strength and the latter being affected more by dexterity. Thus&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;, &lt;/ins&gt;note that that even 0% and 100% strength weightings don't imply that either stat has no effect: more &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;dexterity &lt;/ins&gt;always implies better to-hit and more &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;strength &lt;/ins&gt;always implies higher per-hit damage. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;A &lt;/ins&gt;50% str weight still implies that &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;dexterity &lt;/ins&gt;has a bigger effect than &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;strength &lt;/ins&gt;on to-hit, and conversely with &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;strength &lt;/ins&gt;and damage.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Buddy23Lee</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Strength_weight&amp;diff=19387&amp;oldid=prev</id>
		<title>Ion frigate: for shields and armour, that's all covered on the EVP article; strength weighting just applies to weapons.  Also, the old site has an article on this; i like this one better, though it needs a little copyedting and the actual numbers from the old site</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Strength_weight&amp;diff=19387&amp;oldid=prev"/>
				<updated>2013-09-16T05:07:39Z</updated>
		
		<summary type="html">&lt;p&gt;for shields and armour, that&amp;#039;s all covered on the EVP article; strength weighting just applies to weapons.  Also, the old site has an article on this; i like this one better, though it needs a little copyedting and the actual numbers from the old site&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr style=&quot;vertical-align: top;&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;Revision as of 05:07, 16 September 2013&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot; &gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{stub}}&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{stub}}&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Generally in Crawl, heavier weapons&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;, armour and shields &lt;/del&gt;benefit more from [[strength]] than from [[dexterity]], and also tend to require more strength to use properly in the first place. '''Strength weighting''' (abbreviated &amp;quot;str weight&amp;quot;) is an attribute that determines relatively how much a character's Str and Dex affect a given weapon's damage output.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Generally in Crawl, heavier weapons benefit more from [[strength]] than from [[dexterity]], and also tend to require more strength to use properly in the first place. '''Strength weighting''' (abbreviated &amp;quot;str weight&amp;quot;) is an attribute that determines relatively how much a character's Str and Dex affect a given weapon's damage output.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;A given str weight value can be viewed as a quotient expressed as a percentage: the &amp;quot;amount of effect&amp;quot; that Str has on a weapon divided by the total amount of effect that Str and Dex together have on it. So a str weight of 100% (such as with a [[giant club]]) implies that strength is all that really matters when using it. Conversely, 0% (eg. [[quick blade]]) implies that strength has an very small effect on how well a weapon performs.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;A given str weight value can be viewed as a quotient expressed as a percentage: the &amp;quot;amount of effect&amp;quot; that Str has on a weapon divided by the total amount of effect that Str and Dex together have on it. So a str weight of 100% (such as with a [[giant club]]) implies that strength is all that really matters when using it. Conversely, 0% (eg. [[quick blade]]) implies that strength has an very small effect on how well a weapon performs.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Almost all weapons fall somewhere in between the two extremes. The weighted average of strength and dexterity affects both damage potential and [[to-hit]], the former being affected more by strength and the latter being affected more by dexterity. Thus note that that even 0% and 100% strength weightings don't imply that either stat has no effect: more dex always implies better to-hit and more str always implies higher per-hit damage. Ergo, 50% str weight still implies that dex has a bigger effect than str on to-hit, and conversely with str and damage.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Almost all weapons fall somewhere in between the two extremes. The weighted average of strength and dexterity affects both damage potential and [[to-hit]], the former being affected more by strength and the latter being affected more by dexterity. Thus note that that even 0% and 100% strength weightings don't imply that either stat has no effect: more dex always implies better to-hit and more str always implies higher per-hit damage. Ergo, 50% str weight still implies that dex has a bigger effect than str on to-hit, and conversely with str and damage.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Ion frigate</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Strength_weight&amp;diff=19385&amp;oldid=prev</id>
		<title>Snyrand: improved a bit based on knowledge base entry. I hope this is all correct and useful!</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Strength_weight&amp;diff=19385&amp;oldid=prev"/>
				<updated>2013-09-15T23:03:54Z</updated>
		
		<summary type="html">&lt;p&gt;improved a bit based on knowledge base entry. I hope this is all correct and useful!&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr style=&quot;vertical-align: top;&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;Revision as of 23:03, 15 September 2013&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l2&quot; &gt;Line 2:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 2:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Generally in Crawl, heavier weapons, armour and shields benefit more from [[strength]] than from [[dexterity]], and also tend to require more strength to use properly in the first place. '''Strength weighting''' (abbreviated &amp;quot;str weight&amp;quot;) is an attribute that determines relatively how much a character's Str and Dex affect a given weapon's damage output.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Generally in Crawl, heavier weapons, armour and shields benefit more from [[strength]] than from [[dexterity]], and also tend to require more strength to use properly in the first place. '''Strength weighting''' (abbreviated &amp;quot;str weight&amp;quot;) is an attribute that determines relatively how much a character's Str and Dex affect a given weapon's damage output.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;A given str weight value can be viewed as a quotient expressed as a percentage: the &amp;quot;amount of effect&amp;quot; that Str has on a weapon divided by the total amount of effect that Str and Dex together have on it. So a str weight of 100% (such as with a [[giant club]]) implies that &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;once the weapon scores a hit, &lt;/del&gt;strength is all that really &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;affects the damage that &lt;/del&gt;it &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;deals&lt;/del&gt;. Conversely, 0% (eg. [[quick blade]]) implies that strength has &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;neglegible &lt;/del&gt;effect on how well a weapon performs.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;A given str weight value can be viewed as a quotient expressed as a percentage: the &amp;quot;amount of effect&amp;quot; that Str has on a weapon divided by the total amount of effect that Str and Dex together have on it. So a str weight of 100% (such as with a [[giant club]]) implies that strength is all that really &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;matters when using &lt;/ins&gt;it. Conversely, 0% (eg. [[quick blade]]) implies that strength has &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;an very small &lt;/ins&gt;effect on how well a weapon performs.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Almost all weapons fall somewhere in between the two extremes. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Also &lt;/del&gt;note that even 0% and 100% strength weightings don't imply that either &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;strength or dexterity have &lt;/del&gt;no effect &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;at all&lt;/del&gt;: dex &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;affects &lt;/del&gt;to-hit &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;while &lt;/del&gt;more str always &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;increases weapon &lt;/del&gt;damage &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;(this scales &lt;/del&gt;with &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;weapon base &lt;/del&gt;damage&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;)&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Almost all weapons fall somewhere in between the two extremes. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;The weighted average of strength and dexterity affects both damage potential and [[to-hit]], the former being affected more by strength and the latter being affected more by dexterity. Thus &lt;/ins&gt;note &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;that &lt;/ins&gt;that even 0% and 100% strength weightings don't imply that either &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;stat has &lt;/ins&gt;no effect: &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;more &lt;/ins&gt;dex &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;always implies better &lt;/ins&gt;to-hit &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;and &lt;/ins&gt;more str always &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;implies higher per-hit &lt;/ins&gt;damage&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;. Ergo, 50% str weight still implies that dex has a bigger effect than str on to-hit, and conversely &lt;/ins&gt;with &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;str and &lt;/ins&gt;damage.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Snyrand</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Strength_weight&amp;diff=19384&amp;oldid=prev</id>
		<title>Snyrand: Created page with &quot;{{stub}} Generally in Crawl, heavier weapons, armour and shields benefit more from strength than from dexterity, and also tend to require more strength to use properly...&quot;</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Strength_weight&amp;diff=19384&amp;oldid=prev"/>
				<updated>2013-09-15T22:50:14Z</updated>
		
		<summary type="html">&lt;p&gt;Created page with &amp;quot;{{stub}} Generally in Crawl, heavier weapons, armour and shields benefit more from &lt;a href=&quot;/Strength&quot; title=&quot;Strength&quot;&gt;strength&lt;/a&gt; than from &lt;a href=&quot;/Dexterity&quot; title=&quot;Dexterity&quot;&gt;dexterity&lt;/a&gt;, and also tend to require more strength to use properly...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{stub}}&lt;br /&gt;
Generally in Crawl, heavier weapons, armour and shields benefit more from [[strength]] than from [[dexterity]], and also tend to require more strength to use properly in the first place. '''Strength weighting''' (abbreviated &amp;quot;str weight&amp;quot;) is an attribute that determines relatively how much a character's Str and Dex affect a given weapon's damage output.&lt;br /&gt;
&lt;br /&gt;
A given str weight value can be viewed as a quotient expressed as a percentage: the &amp;quot;amount of effect&amp;quot; that Str has on a weapon divided by the total amount of effect that Str and Dex together have on it. So a str weight of 100% (such as with a [[giant club]]) implies that once the weapon scores a hit, strength is all that really affects the damage that it deals. Conversely, 0% (eg. [[quick blade]]) implies that strength has neglegible effect on how well a weapon performs.&lt;br /&gt;
&lt;br /&gt;
Almost all weapons fall somewhere in between the two extremes. Also note that even 0% and 100% strength weightings don't imply that either strength or dexterity have no effect at all: dex affects to-hit while more str always increases weapon damage (this scales with weapon base damage).&lt;/div&gt;</summary>
		<author><name>Snyrand</name></author>	</entry>

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