Difference between revisions of "Pillar dancing"

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[[Pillar dancing]] is a technique for avoiding a battle until a more opportune moment. To pillar dance, simply flee a pursuing enemy around a small "pillar" of walls (1×1, 2×2, etc.) in the middle of an open, mapped-out area. By forcing the monster to move in order to keep sight of you, it will have a very hard time attacking you, even with ranged weapons; by staying in a mapped part of the level, you reduce the risk of stumbling across more monsters. Doing this can let you restore missing [[HP]] and [[MP]] (be aware that your pursuer will also be healing) or wait out a summoned monster's duration in safety.
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[[Pillar dancing]] is a technique for avoiding or otherwise forstalling a battle until a more opportune moment. In simplest form, pillar dancing is just walking in circles for an indefinite amount of time. However, there are quite a few complexities that come along with it.  
  
Pillar dancing is not without risks, however. Faster monsters will simply catch up to you, rendering the process pointless. Due to [[speed randomisation]], even enemies with equal speed will occasionally be able to act against you, possibly negating any health restored. Wandering monsters may stumble upon you as you're running, making the eventual fight that much harder. Even the cost of running can work against you; races with difficult dietary needs may not wish to spend turns needlessly.
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To pillar dance, simply flee a pursuing enemy of the same (or lower) speed around a small "pillar" of walls - anywhere from a 1x2 block to a whole ring of rooms - always going away and eventually going the whole around. Remember that both you and monsters can cross diagonals. Preferably, you should be in a mapped out, open area, to minimize the chances of another monster wandering in.
  
That being said, it's still a situationally useful technique. It can minimize damage received while a caster recovers the point or two of MP needed for one last spell, and players with quickened HP regeneration can often outpace any damage taken. Fast characters will have an easier time of it, but are usually better off simply escaping the enemy and running up[[stairs]] to rest.
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If the enemy doesn't have any ranged attacks, then you should be regenerating both [[HP]] and [[MP]]. For the most part, monsters will also regenerate HP. Therefore, this strategy can be used to 'reset' fights from the beginning; or to just take a few extra MP for a spell that'll kill the foe, guaranteed.
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==Random Energy==
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The main thing you have to watch out for is the [[energy randomization]] mechanic. Monsters of 10 (normal) speed will occasionally get +/- 0.1 deca[[Aut]] of time whenever moving, with faster monster getting more. The main take away is to '''always be prepared to take at least 1 hit''' from any same-speed enemies you may be pillar dancing. A particularly lucky monster may get 1 attack every 10 turns. Monsters that attack slowly, like [[ogre]]s, flat out can't catch up to you in this way.
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However, this same mechanic is a benefit of pillar dancing. Given enough time, enemies will lag behind a space, potentially giving you a space. Said space can be useful for entering up the stairs, without bringing any monsters up. As the extra attack also uses up a monster's energy, monsters that get a free attack are more likely to then lag behind you. You can still continue to dance even with a space - it is even safer that way
  
 
==History==
 
==History==
Prior to [[0.6]], monster speed was fixed, making pillar dancing much safer.
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*In [[0.29]], random energy will be replaced with [[Attacks of Opportunity]], a much stricter counter to pillar dancing.
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*Prior to [[0.26]], [[food]] served as a (very) soft, medium-term counter to pillar dancing; running out of food would force you to take a turn to eat.
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*Prior to [[0.21]], monsters would [[monster generation|spawn]] over time; these monsters could catch you off guard
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*Prior to [[0.6]], monster speed was not random, making pillar dancing much safer.
  
[[Category:Strategy]]
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[[Category:Strategy]] [[Category: Crystal Ball Articles]]

Revision as of 06:06, 9 June 2022

Version 0.28: This article may not be up to date for the latest stable release of Crawl.
Pillar dancing is a technique for avoiding or otherwise forstalling a battle until a more opportune moment. In simplest form, pillar dancing is just walking in circles for an indefinite amount of time. However, there are quite a few complexities that come along with it.

To pillar dance, simply flee a pursuing enemy of the same (or lower) speed around a small "pillar" of walls - anywhere from a 1x2 block to a whole ring of rooms - always going away and eventually going the whole around. Remember that both you and monsters can cross diagonals. Preferably, you should be in a mapped out, open area, to minimize the chances of another monster wandering in.

If the enemy doesn't have any ranged attacks, then you should be regenerating both HP and MP. For the most part, monsters will also regenerate HP. Therefore, this strategy can be used to 'reset' fights from the beginning; or to just take a few extra MP for a spell that'll kill the foe, guaranteed.

Random Energy

The main thing you have to watch out for is the energy randomization mechanic. Monsters of 10 (normal) speed will occasionally get +/- 0.1 decaAut of time whenever moving, with faster monster getting more. The main take away is to always be prepared to take at least 1 hit from any same-speed enemies you may be pillar dancing. A particularly lucky monster may get 1 attack every 10 turns. Monsters that attack slowly, like ogres, flat out can't catch up to you in this way.

However, this same mechanic is a benefit of pillar dancing. Given enough time, enemies will lag behind a space, potentially giving you a space. Said space can be useful for entering up the stairs, without bringing any monsters up. As the extra attack also uses up a monster's energy, monsters that get a free attack are more likely to then lag behind you. You can still continue to dance even with a space - it is even safer that way

History

  • In 0.29, random energy will be replaced with Attacks of Opportunity, a much stricter counter to pillar dancing.
  • Prior to 0.26, food served as a (very) soft, medium-term counter to pillar dancing; running out of food would force you to take a turn to eat.
  • Prior to 0.21, monsters would spawn over time; these monsters could catch you off guard
  • Prior to 0.6, monster speed was not random, making pillar dancing much safer.