Difference between revisions of "Unarmed Combat"

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The '''Unarmed Combat''' skill determines the effectiveness of all attacks made with your character's fists, [[claws]], [[Octopode|tentacles]], and other forelimbs. It increases the damage, [[to-hit|accuracy]], and [[attack speed|speed]] of your unarmed attacks. It does not boost [[auxiliary attack]]s except for the off-hand punch done without a shield.
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The '''Unarmed Combat''' ('''UC''') skill determines the effectiveness of all attacks made with your character's fists, [[claws]], [[Octopode|tentacles]], and other forelimbs. It increases the damage, [[to-hit|accuracy]], and [[attack speed|speed]] of your unarmed attacks. It does not boost [[auxiliary attack]]s, except for the off-hand punch done without a shield.
  
Your fists do not normally benefit from weapon [[brand]]s and definitely don't have [[artefact]] properties. However, training Unarmed Combat gives a special bonus to base damage (see [[Unarmed Combat#Base Damage|Base Damage]]) instead of the normal skill bonus. And they are one of the few "weapons" to hit [[minimum delay]] at the maximum skill level of 27.  
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Your fists do not normally benefit from weapon [[brand]]s and definitely don't have [[artefact]] properties. However, training Unarmed Combat gives a special bonus to base damage, and can benefit from [[Transmutations]] magic.
  
High level unarmed combat can be competitive with other weapons, especially when boosted by [[transformation]]s, though UC is noticeably weaker early on. Some species have natural [[aptitude]]s or innate [[mutation]]s that make unarmed combat a much more tempting choice.
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{{skill aptitudes}}
  
{{skill aptitudes}}
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==Useful Info==
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By default, Unarmed Combat has a base damage of 3, [[to-hit|accuracy]] of +2, [[attack delay|base delay of 1.0 decaAut]], and [[mindelay]] of 0.5 decaAut. UC itself functions like any other [[melee weapon]], though your fists cannot be [[enchant]]ed or [[brand]]ed normally.
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However, each level of Unarmed Combat skill gives different benefits than other weapon skills:
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* '''Damage:''' Each level of UC adds +1 to base damage, which is then multiplied by [[strength]] and [[Fighting]]. This is instead of the usual +2% per level boost.
  
==Attack Delay==
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* '''Attack speed:''' Unarmed starts at 1.0 delay, and reaches its mindelay of 0.5 at 27 skill. Therefore, every 5.4 levels of UC reduces attack delay by 0.1 decaAut. Each level of UC reduces delay by ~0.0185 decaAut. For comparison, it usually takes 2 levels for a weapon for the same reduction.
Unarmed combat starts out at 1.0 [[decaAut]] attack delay, but requires much more skill to improve. You reach the minimum delay of 0.5 at Unarmed Combat 27 skill, meaning that 5.4 skill levels are needed to reduce delay by 0.1. Factors like [[Haste]], [[Slow]], and [[Statue Form]] apply as usual.
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: As with weapons, your attack delay will be rounded to an integer [[aut]] (i.e. rounding to 0.1 decaAut) in a weighted fashion.
  
If delay is a fractional amount of normal aut, then it will be rounded in a weighed manner. For example, a delay of 0.92 decaAut (9.2 aut) has a 20% chance to take 1.0 decaAut and 80% chance to take 0.9 decaAut.  
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* Increases [[#Offhand punch|offhand punch]] damage and its chance to activate.
  
{| border="1" cellspacing="0" align="center"
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The [[to-hit]] boost is the same as other weapon skills (+0.5 to-hit per level).
! UC !! Avg delay !! UC !! Avg delay !! UC !! Avg delay
 
|-
 
| 0 || 1.0 || 10 || 0.81 || 20 || 0.63
 
|-
 
| 1 ||  0.98 || 11 || 0.80 || 21 || 0.61
 
|-
 
| 2 ||  0.96 || 12 || 0.78 || 22 || 0.59
 
|-
 
| 3 ||  0.95 || 13 || 0.76 || 23 || 0.57
 
|-
 
| 4 ||  0.92 || 14 || 0.74 || 24 || 0.56
 
|-
 
| 5 ||  0.91 || 15 || 0.72 || 25 || 0.54
 
|-
 
| 6 ||  0.89 || 16 || 0.7 || 26 || 0.52
 
|-
 
| 7 ||  0.87 || 17 || 0.68 || 27 || 0.5
 
|-
 
| 8 ||  0.85 || 18 || 0.67 ||    ||
 
|-
 
| 9 ||  0.83 || 19 || 0.65 ||    ||
 
|-
 
|}
 
  
==Base Damage==
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===Damage Modifiers===
The base damage of your primary unarmed combat attack is determined through the following factors:
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Unarmed Combat's base damage is modified by most [[transformations]] and the [[Claws]] mutation. In addition, many transformations have special effects.
  
 
{| class="prettytable" style="border:none; margin:0; padding:0;"
 
{| class="prettytable" style="border:none; margin:0; padding:0;"
! Condition || Damage || Special
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! Condition || Damage|| Special
 
|-
 
|-
 
| Base damage || 3 || -
 
| Base damage || 3 || -
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|-
 
|-
 
| [[Spider Form]] || 5 || [[Venom]]
 
| [[Spider Form]] || 5 || [[Venom]]
|-
 
| [[Lich Form]] || 5 || [[Draining (brand)|Draining]]
 
|-
 
| [[Tree Form]] || 12 || -
 
 
|-
 
|-
 
| [[Ice Form]] || 12 || [[Freezing]]
 
| [[Ice Form]] || 12 || [[Freezing]]
|-
 
| [[Statue Form]] || 12 || All melee damage further multiplied by 150%
 
 
|-
 
|-
 
| [[Blade Hands]] || 22 || -
 
| [[Blade Hands]] || 22 || -
 
|-
 
|-
| [[Storm Form]] || 2 + [[spellpower|spell power]]/3 || [[Cleaving]], [[Electrocution]]
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| [[Statue Form]] || 12 || All melee damage further multiplied by 150%<br>(All actions slowed by 50%)
 
|-
 
|-
| [[Dragon Form]] || 38 || Damage once [[Claws]] is accounted for
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| [[Dragon Form]] || 38 || Damage post-[[Claws]]
 
|-
 
|-
| [[Pig Form]] || 1 || Reduced damage from UC skill
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| [[Storm Form]] || 2 + [[spell power|pow]]/3 || [[Cleaving]], [[Electrocution]]
 
|-
 
|-
| [[Bat Form]] || 1 || 60% Attack Delay, reduced damage from UC skill
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| [[Lich Form]] || 5 || [[Draining (brand)|Draining]]
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|}
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{| class="prettytable" style="border:none; margin:0; padding:0;"
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! Condition || Damage || Special
 
|-
 
|-
| [[Vampire]] Bat Form || 2 || 60% Attack delay, reduced damage from UC skill
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| [[Bat Form]] || 1 ||
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|-
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| [[Fungus Form]] || 12 || [[Confusion]]
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|-
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| [[Pig Form]] || 1 || For damage, skill has 1/5 impact
 
|-
 
|-
| [[Wisp Form]] || 5 || Effectiveness based on [[XL]] instead of Unarmed Combat
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| [[Tree Form]] || 12 ||  
 
|-
 
|-
| [[Fungus Form]] || 12 || [[Confusion]]
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| [[Wisp Form]] || 5 || Uses (XL/2) for dmg instead of UC skill
 
|}
 
|}
 
Your base damage is then increased by 1 for each skill level in Unarmed Combat. In Bat Form or Pig Form, damage from skill is divided by 5. This base damage is then further modified by your [[strength]], [[fighting]] skill, and other factors. The normal weapon skill bonus does not apply.
 
  
 
===Offhand punch===
 
===Offhand punch===
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If offhand punches/slaps are available, then increasing Unarmed skill increases the chance of an attack. At 0 skill, you have a 5% chance to pass a punch, at 27 skill, you have a 50% chance. It scales linearly, meaning you are 1.67% more likely to proc a punch per skill level.
 
If offhand punches/slaps are available, then increasing Unarmed skill increases the chance of an attack. At 0 skill, you have a 5% chance to pass a punch, at 27 skill, you have a 50% chance. It scales linearly, meaning you are 1.67% more likely to proc a punch per skill level.
  
Offhand punches are significantly less powerful, using the following calculation:
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damage = 5 + (UC / 3)
 
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+ 1d3 × Claws ranks
{| class="prettytable" style="border:none; margin:0; padding:0;"
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+ 6 under [[Blade Hands]]
! Condition || Damage
 
|-
 
| Offhand Punch || 5 + (UC / 3) + (1d3 × Claws ranks) + (6 if Blade Hands)
 
|}
 
  
 
==Strategy==
 
==Strategy==
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* Unarmed Combat deals 19 base damage, and attacks at 0.7 delay.
 
* Unarmed Combat deals 19 base damage, and attacks at 0.7 delay.
 
* A [[morningstar]] deals 17 damage (after M&F skill), and attacks at 0.7 delay. However, a morningstar can be [[enchant]]ed and [[brand]]ed.
 
* A [[morningstar]] deals 17 damage (after M&F skill), and attacks at 0.7 delay. However, a morningstar can be [[enchant]]ed and [[brand]]ed.
At high enough skill, (form-less) Unarmed Combat will outdamage every weapon in the game. But that's a huge chunk of the game where you are weaker or equal to a weapon-wielder.
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At high enough skill, Unarmed Combat (form or not) will outdamage every weapon in the game. But that's a huge chunk of the game where you are weaker, equal to, or just slightly better than a weapon-wielder.
  
 
Many forms have high base damage, so you don't need to train ''that'' much Unarmed Combat skill to effectively use them. For example, [[Dragon Form]] has 38 + UC base damage. Even at 5 UC skill, that's enough to pulverize your enemies. Of course, you should still train some skill, to boost accuracy and speed of your attacks.
 
Many forms have high base damage, so you don't need to train ''that'' much Unarmed Combat skill to effectively use them. For example, [[Dragon Form]] has 38 + UC base damage. Even at 5 UC skill, that's enough to pulverize your enemies. Of course, you should still train some skill, to boost accuracy and speed of your attacks.

Revision as of 07:44, 4 July 2023

Version 0.30: This article may not be up to date for the latest stable release of Crawl.

The Unarmed Combat (UC) skill determines the effectiveness of all attacks made with your character's fists, claws, tentacles, and other forelimbs. It increases the damage, accuracy, and speed of your unarmed attacks. It does not boost auxiliary attacks, except for the off-hand punch done without a shield.

Your fists do not normally benefit from weapon brands and definitely don't have artefact properties. However, training Unarmed Combat gives a special bonus to base damage, and can benefit from Transmutations magic.

Aptitudes

At Ba Co DE Dg Ds Dj Dr Fe Fo Gr Gh Gn Hu Ko Mf Mi MD Mu Na Op On Sp Te Tr Vp VS
-1 1 -1 -2 -1 -1 0 0 0 0 0 1 8 0 0 1 1 0 -2 0 0 -1 -2 1 0 1 0

Useful Info

By default, Unarmed Combat has a base damage of 3, accuracy of +2, base delay of 1.0 decaAut, and mindelay of 0.5 decaAut. UC itself functions like any other melee weapon, though your fists cannot be enchanted or branded normally.

However, each level of Unarmed Combat skill gives different benefits than other weapon skills:

  • Damage: Each level of UC adds +1 to base damage, which is then multiplied by strength and Fighting. This is instead of the usual +2% per level boost.
  • Attack speed: Unarmed starts at 1.0 delay, and reaches its mindelay of 0.5 at 27 skill. Therefore, every 5.4 levels of UC reduces attack delay by 0.1 decaAut. Each level of UC reduces delay by ~0.0185 decaAut. For comparison, it usually takes 2 levels for a weapon for the same reduction.
As with weapons, your attack delay will be rounded to an integer aut (i.e. rounding to 0.1 decaAut) in a weighted fashion.

The to-hit boost is the same as other weapon skills (+0.5 to-hit per level).

Damage Modifiers

Unarmed Combat's base damage is modified by most transformations and the Claws mutation. In addition, many transformations have special effects.

Condition Damage Special
Base damage 3 -
Claws mutation +2 × Claws ranks Wearing gloves negates this
Ghoul: Claws 1, Troll: Claws 3
Felid 5 Works well for stabbing
Spider Form 5 Venom
Ice Form 12 Freezing
Blade Hands 22 -
Statue Form 12 All melee damage further multiplied by 150%
(All actions slowed by 50%)
Dragon Form 38 Damage post-Claws
Storm Form 2 + pow/3 Cleaving, Electrocution
Lich Form 5 Draining
Condition Damage Special
Bat Form 1
Fungus Form 12 Confusion
Pig Form 1 For damage, skill has 1/5 impact
Tree Form 12
Wisp Form 5 Uses (XL/2) for dmg instead of UC skill

Offhand punch

Offhand punches are an auxiliary attack. Most species are unable to use the offhand punch unless their offhand is empty, which means not wearing a shield or wielding a two-handed weapon. Octopodes get tentacle slaps instead of offhand punches, and may slap even when their offhand is occupied.

If offhand punches/slaps are available, then increasing Unarmed skill increases the chance of an attack. At 0 skill, you have a 5% chance to pass a punch, at 27 skill, you have a 50% chance. It scales linearly, meaning you are 1.67% more likely to proc a punch per skill level.

damage = 5 + (UC / 3)
+ 1d3 × Claws ranks
+ 6 under Blade Hands

Strategy

Unarmed Combat has three main advantages. You don't need to find a weapon, meaning dungeon RNG can't screw you over. Unarmed Combat scales better with skill, so skill 27 unarmed is one of the strongest things in the game. And unarmed can be boosted further with various Transmutations. The downsides are, as mentioned, the inability to enchant or brand fists, and the poor stats at low skill.

The skill scaling of Unarmed Combat can be overrated. At 16 skill:

  • Unarmed Combat deals 19 base damage, and attacks at 0.7 delay.
  • A morningstar deals 17 damage (after M&F skill), and attacks at 0.7 delay. However, a morningstar can be enchanted and branded.

At high enough skill, Unarmed Combat (form or not) will outdamage every weapon in the game. But that's a huge chunk of the game where you are weaker, equal to, or just slightly better than a weapon-wielder.

Many forms have high base damage, so you don't need to train that much Unarmed Combat skill to effectively use them. For example, Dragon Form has 38 + UC base damage. Even at 5 UC skill, that's enough to pulverize your enemies. Of course, you should still train some skill, to boost accuracy and speed of your attacks.

History

  • Prior to 0.17, unarmed combat attack delay was penalized by body armour. Also, trolls' claws could inflict the now-removed bleeding status.
  • In earlier versions of Crawl, Unarmed Combat improved the performance of your non-punch auxiliary attacks, giving all melee fighters a reason to train it.
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