Difference between revisions of "Dexterity"
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'''Dexterity''' (or DEX) is one of a character's three main [[attributes]], along with [[strength]] and [[intelligence]]. It is important if you want to have high evasion. | '''Dexterity''' (or DEX) is one of a character's three main [[attributes]], along with [[strength]] and [[intelligence]]. It is important if you want to have high evasion. | ||
Dexterity affects the following: | Dexterity affects the following: | ||
− | * | + | *Increases damage of certain weapons ([[Short Blades]], [[Long Blades]], [[Ranged Weapons]]). |
*Increases the effect of [[Dodging]] skill on evasion. | *Increases the effect of [[Dodging]] skill on evasion. | ||
− | *Slightly increases stealth | + | *Increases the chances to [[stab]] monsters. |
+ | *Slightly increases your [[SH]] bonus with [[shields]]. | ||
+ | *Slightly increases [[stealth]]. | ||
+ | *Very slightly increases [[to-hit|accuracy]] in combat. | ||
− | + | Dexterity is a generally useful defensive stat, though strength is often more impactful for heavy armour characters, and intelligence for dedicated spellcasters. | |
− | If your dexterity is ever reduced to 0 or lower, you will | + | If your dexterity is ever reduced to 0 or lower, you will suffer [[stat zero]]. |
+ | |||
+ | ==Useful Info== | ||
+ | In detail, dexterity does the following: | ||
+ | |||
+ | * Weapon damage: +2.5% damage per point, where 100% damage = 10 DEX. | ||
+ | * Dodging: Dodging skill gives a bonus of <code>0.8 * DEX * Dodging / (20 - size)</code> EV, i.e. dexterity acts as a multiplier. | ||
+ | * Stabbing: The chance to make a low-tier stab is increased by +(DEX)%. | ||
+ | * Stealth: +3 to stealth score per point. For reference, boots of [[Ego#Stealth|stealth]] give +50. | ||
+ | * Shields: Bonus of <code>DEX * 38 * (base_SH + 13) / 5200</code> SH. Roughly equal to (7.3% of base SH) + 0.95 SH every 10 points. | ||
+ | * Accuracy: +0.5 [[to-hit]] per point. | ||
+ | |||
+ | Unlike strength and intelligence, dexterity has no diminishing return - every point of DEX gives the same benefit. Also, the effect of dexterity scales with your [[Dodging]] skill. At 5 Dodging skill, you might get 5 DEX = 0.2 EV; at 25 skill, that increases to 1 DEX = 1 EV. | ||
+ | |||
+ | ==History== | ||
+ | *Prior to [[0.29]], Short Blades, Long Blades, and [[ranged weapons]] scaled with strength instead of dexterity. | ||
+ | *Prior to [[0.28]], dexterity increased the chance of doing [[auxiliary attack]]s, and DEX was not the sole stat to increase [[SH]] with [[shield]]s. | ||
+ | *Prior to [[0.27]], dexterity had a stepdown; DEX values above 24 were less effective at raising EV. In addition, EV had another stepdown; getting EV values above 30 was more difficult. See [[Dodging#History|Dodging]] and [[Evasion#History|Evasion]] for more details. | ||
+ | *Prior to [[0.18]], each weapon type had a strength weight that determined how much dexterity contributed to damage and accuracy. Now dexterity increases accuracy equally for all weapons, and does not affect damage. | ||
+ | *Prior to [[0.17]], Dexterity affected the chance of [[door]]s [[noise|creaking]]. | ||
[[Category:Stats]] | [[Category:Stats]] |
Latest revision as of 16:31, 2 October 2023
Version 0.30: This article may not be up to date for the latest stable release of Crawl.
Dexterity (or DEX) is one of a character's three main attributes, along with strength and intelligence. It is important if you want to have high evasion.
Dexterity affects the following:
- Increases damage of certain weapons (Short Blades, Long Blades, Ranged Weapons).
- Increases the effect of Dodging skill on evasion.
- Increases the chances to stab monsters.
- Slightly increases your SH bonus with shields.
- Slightly increases stealth.
- Very slightly increases accuracy in combat.
Dexterity is a generally useful defensive stat, though strength is often more impactful for heavy armour characters, and intelligence for dedicated spellcasters.
If your dexterity is ever reduced to 0 or lower, you will suffer stat zero.
Useful Info
In detail, dexterity does the following:
- Weapon damage: +2.5% damage per point, where 100% damage = 10 DEX.
- Dodging: Dodging skill gives a bonus of
0.8 * DEX * Dodging / (20 - size)
EV, i.e. dexterity acts as a multiplier. - Stabbing: The chance to make a low-tier stab is increased by +(DEX)%.
- Stealth: +3 to stealth score per point. For reference, boots of stealth give +50.
- Shields: Bonus of
DEX * 38 * (base_SH + 13) / 5200
SH. Roughly equal to (7.3% of base SH) + 0.95 SH every 10 points. - Accuracy: +0.5 to-hit per point.
Unlike strength and intelligence, dexterity has no diminishing return - every point of DEX gives the same benefit. Also, the effect of dexterity scales with your Dodging skill. At 5 Dodging skill, you might get 5 DEX = 0.2 EV; at 25 skill, that increases to 1 DEX = 1 EV.
History
- Prior to 0.29, Short Blades, Long Blades, and ranged weapons scaled with strength instead of dexterity.
- Prior to 0.28, dexterity increased the chance of doing auxiliary attacks, and DEX was not the sole stat to increase SH with shields.
- Prior to 0.27, dexterity had a stepdown; DEX values above 24 were less effective at raising EV. In addition, EV had another stepdown; getting EV values above 30 was more difficult. See Dodging and Evasion for more details.
- Prior to 0.18, each weapon type had a strength weight that determined how much dexterity contributed to damage and accuracy. Now dexterity increases accuracy equally for all weapons, and does not affect damage.
- Prior to 0.17, Dexterity affected the chance of doors creaking.