Difference between revisions of "Slaying"

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'''Slaying''' is a term used to describe a property that increases a character's [[accuracy]] and/or [[damage]] in melee and ranged combat. It is often given in the form of a ''+x, +y slaying bonus'', where ''x'' will be the accuracy bonus, and ''y'' will be the damage bonus.
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{{version031}}
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'''Slaying''' ('''Slay''') is a property that increases your [[accuracy]] and [[damage]] in melee and ranged combat. It doesn't affect [[spell]]s, [[wand]]s, or anything else. It is functionally identical to weapon [[enchant]]ment, but affects unarmed attacks and [[auxiliary attacks]] as well.
  
Players may sometimes refer to a character or an item as having ''x slaying'': in that case, they mean the damage bonus, which is virtually always the more important of the two.
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==Mechanics==
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In short, +1 slaying adds +1 to both accuracy roll and damage roll. Slaying is identical to weapon [[enchant]]ment, except it also affects auxiliary attacks.
  
==Mechanics==
 
 
===Accuracy===
 
===Accuracy===
The total of all of a character's accuracy bonuses are added to the player's [[to-hit]] number. A random number from 1 to the player's total to-hit is checked against a monster's [[EV]] to determine if the player lands a blow; thus, it is not a flat accuracy increase that is provided, but an increase in accuracy on average.
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Slaying bonuses add to the player's [[to-hit]] number.  
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A player's total to-hit is compared to [[EV]] to determine a hit. Therefore, slaying is not a flat increase to % to hit, but an increase in accuracy on average.
  
 
===Damage===
 
===Damage===
The character's total slaying bonus is added to the "effective enchantment" of the player's weapon (and applies to [[unarmed]] combat as well). In combat, the player gets a damage bonus of ''1d(effective enchantment)''. Unlike base damage, this bonus is not affected by the player's skill.  The total damage done is then adjusted appropriately by the monster's [[AC]], meaning that slaying can be very useful in helping to get past a monster's armour.
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Slaying bonuses add to the damage roll of a weapon, unarmed combat, and auxiliary attacks. The player gets a damage bonus of <code>uniform(enchant + slaying)</code> (that is, a roll from 0 to <enchant + slaying>). Slaying is not impacted by [[skill]] or [[strength]], but it ''is'' affected by [[brand]]s like [[freezing]] and [[flaming]].
  
 
==Sources==
 
==Sources==
There are a number of sources of slaying bonuses:
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There are a number of sources of slaying bonuses:<ref>{{source ref|0.30.1|player.cc|3494}}</ref>
  
* A ''+x, +y'' [[ring of slaying]] provides a bonus of ''x'' to accuracy and ''y'' to damage.
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*A [[ring of slaying]].
* [[Artefact]]s with the "It increases your accuracy" or "It increases your damage-dealing abilities" give slaying bonuses.
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*[[Artefact]]s may provide a bonus or penalty, displayed as {Slay ±X}.
* The spell [[Song of Slaying]] provides a variable amount of slaying, depending on the toughest monster you've killed while the spell is active.
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*The spell [[Fugue of the Fallen]] provides a variable amount of slaying, increasing by 1 for every monster killed.
* [[Bracers of archery]] are a special case, in that they provide different slaying bonuses to melee and ranged combat: they give +5, +3 to ranged, but -1, -1 to melee.
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*The [[Wu Jian Council]]'s Heavenly Storm provides a variable slay and [[EV]] bonus, starting with 5 and increasing by 1 for every martial attack you perform.
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*[[Gloves]] with [[hurling]] ego provide a +4 slaying bonus to [[Throwing]] weapons.
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And sources of negative slaying:
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*[[Ru#Sacrifices|Sacrifice Courage]]'s Horrified condition.
  
 
There are also a number of slaying-like effects:
 
There are also a number of slaying-like effects:
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*The [[Might]] status gives a flat +1d10 bonus to melee damage. This is added as a separate effect from slay/enchantment. For example, having Might and +10 slay (1d10 + 1d11 - 1) would be more consistent damage-wise than +20 slay (1d21 - 1) would be, even if the average increase in damage is roughly the same. It doesn't increase to-hit.
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*Gloves with the [[Infusion]] ego give +4 to the damage bonus of only melee attacks (not auxiliary or ranged attacks), at the cost of 1 MP per strike. They don't increase to-hit.
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*[[Corrosion]] lowers damage bonus and AC by 4 per rank of corrosion. It doesn't lower to-hit.
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*[[Ru]]'s Sacrifice Eye functions like a -5 to-hit malus, though it affects magic too, and doesn't lower damage.
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==Strategy==
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Melee and ranged characters will want as much slaying as they can afford. Slaying is relatively better for quicker weapons, as its damage is independent from weapon base damage. Be rational about it: a +2 slaying bonus does not make a -1 randart [[leather armour]] a worthwhile proposition on your [[Mi]][[Be]].
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[[Strength]] adds 2.5% damage from a weapon's (base damage * skill multiplier). For the purposes of damage only, 1 strength equals 1 slay when damage is 40 after accounting for skill, but before accounting for strength. The higher the pre-strength damage, the better strength is. However, slaying also increases your [[to-hit]], while strength does not. Also, if you have aux attacks, slay becomes better. Aux attacks have low base damage, so the slay bonus is proportionally better than strength for auxes.
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Slaying doesn't affect spells, except for spells that attack with your weapon, so it's not important for most casters.
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==History==
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*Prior to [[0.15]], there were separate slaying bonuses for accuracy and damage. Bonuses were shown in the form ''+x, +y'', where ''x'' was the accuracy bonus, and ''y'' was the damage bonus
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*Prior to [[0.10]], slaying bonuses for damage were added to the weapon's base damage, meaning that they would be increased by having high weapon/[[Fighting]] skill.  When this was changed, slaying bonuses were generally increased to compensate.
  
* The effect [[Might]] (which is also a part of [[Berserk]]) gives a flat +1d10 bonus to melee damage.  This is somewhat different from normal slaying in that it is not added to the character's effective enchantment, but just added straight on to his or her total damage.  Effectively, this means that Might gives a more consistent damage bonus than 10 slaying would, even if the average increase in damage is the same.
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==References==
* The spell [[Infusion]] gives a damage bonus of 2-4.  However, monster AC applies to this damage bonus separately from the character's main attack, making it more akin to an extra attack with an unenchanted dagger than a slaying bonus.
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<references/>
* The spell [[Corona]] gives an increase in accuracy, but only against one monster.  Also, the bonus (+2 to +9) is applied after the to-hit number is rolled.
 
* [[The Shining One]]'s halo gives an accuracy bonus against creatures inside the halo.
 
  
 
[[Category:Game mechanics]]
 
[[Category:Game mechanics]]

Latest revision as of 09:22, 4 May 2024

Version 0.31: This article may not be up to date for the latest stable release of Crawl.

Slaying (Slay) is a property that increases your accuracy and damage in melee and ranged combat. It doesn't affect spells, wands, or anything else. It is functionally identical to weapon enchantment, but affects unarmed attacks and auxiliary attacks as well.

Mechanics

In short, +1 slaying adds +1 to both accuracy roll and damage roll. Slaying is identical to weapon enchantment, except it also affects auxiliary attacks.

Accuracy

Slaying bonuses add to the player's to-hit number.

A player's total to-hit is compared to EV to determine a hit. Therefore, slaying is not a flat increase to % to hit, but an increase in accuracy on average.

Damage

Slaying bonuses add to the damage roll of a weapon, unarmed combat, and auxiliary attacks. The player gets a damage bonus of uniform(enchant + slaying) (that is, a roll from 0 to <enchant + slaying>). Slaying is not impacted by skill or strength, but it is affected by brands like freezing and flaming.

Sources

There are a number of sources of slaying bonuses:[1]

  • A ring of slaying.
  • Artefacts may provide a bonus or penalty, displayed as {Slay ±X}.
  • The spell Fugue of the Fallen provides a variable amount of slaying, increasing by 1 for every monster killed.
  • The Wu Jian Council's Heavenly Storm provides a variable slay and EV bonus, starting with 5 and increasing by 1 for every martial attack you perform.
  • Gloves with hurling ego provide a +4 slaying bonus to Throwing weapons.

And sources of negative slaying:

There are also a number of slaying-like effects:

  • The Might status gives a flat +1d10 bonus to melee damage. This is added as a separate effect from slay/enchantment. For example, having Might and +10 slay (1d10 + 1d11 - 1) would be more consistent damage-wise than +20 slay (1d21 - 1) would be, even if the average increase in damage is roughly the same. It doesn't increase to-hit.
  • Gloves with the Infusion ego give +4 to the damage bonus of only melee attacks (not auxiliary or ranged attacks), at the cost of 1 MP per strike. They don't increase to-hit.
  • Corrosion lowers damage bonus and AC by 4 per rank of corrosion. It doesn't lower to-hit.
  • Ru's Sacrifice Eye functions like a -5 to-hit malus, though it affects magic too, and doesn't lower damage.

Strategy

Melee and ranged characters will want as much slaying as they can afford. Slaying is relatively better for quicker weapons, as its damage is independent from weapon base damage. Be rational about it: a +2 slaying bonus does not make a -1 randart leather armour a worthwhile proposition on your MiBe.

Strength adds 2.5% damage from a weapon's (base damage * skill multiplier). For the purposes of damage only, 1 strength equals 1 slay when damage is 40 after accounting for skill, but before accounting for strength. The higher the pre-strength damage, the better strength is. However, slaying also increases your to-hit, while strength does not. Also, if you have aux attacks, slay becomes better. Aux attacks have low base damage, so the slay bonus is proportionally better than strength for auxes.

Slaying doesn't affect spells, except for spells that attack with your weapon, so it's not important for most casters.

History

  • Prior to 0.15, there were separate slaying bonuses for accuracy and damage. Bonuses were shown in the form +x, +y, where x was the accuracy bonus, and y was the damage bonus
  • Prior to 0.10, slaying bonuses for damage were added to the weapon's base damage, meaning that they would be increased by having high weapon/Fighting skill. When this was changed, slaying bonuses were generally increased to compensate.

References

  1. player.cc:3494 (0.30.1)