Difference between revisions of "Ranged Combat"

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'''Ranged Combat''' is a term used to describe any action that consists in striking from afar a target with a [[missile]]. Many items require the use of a [[Ranged weapons#Launchers|launcher]], or ranged weapon.
Ranged Combat is a term used to describe any action that consists in striking from afar a target with a [[missile]]. To do so in a effective way, the attacker may need to wield a [[Ranged weapons#Launchers|launcher]].
 
  
 
==Commands==
 
==Commands==
 
The commands used by the player to perform ranged attacks are:
 
The commands used by the player to perform ranged attacks are:
*[[f]]: After selecting a target, you shoot the next appropriate item.
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*'''[[v]]''': If wielding a launcher, allows you to target. Press '''f''' or '''Enter''' to fire.
*[[F]]: Like '''f''', but you can also select the item to fire.
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**Pressing '''.''' after selecting a target will stop the attack on the tile specified.
*[[Q]]: This command is used to select the item slot that will be used by next '''f''' command
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*'''[[f]]''': As '''v''', but works with any ranged item.
 +
**Pressing '''Q''' after will let you swap the item fired.
 +
*'''[[F]]''': Like '''f''', but you select the item to fire first.
 +
*'''[[Q]]''': [[Quiver]] an action, for use for most other commands.
 +
*'''[[Tab]]''': If wielding a launcher, attack the nearest monster with the quivered ammo, moving if necessary.
 +
*'''Shift-[[Tab]]''' or '''[[p]]''': Attack the nearest monster with the quivered ammo, without moving.
 +
 
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These commands can also be used for actions not traditionally called "ranged combat", such as [[spell]]s and [[abilities]].
  
 
==Requisites==
 
==Requisites==
 
The player is not always able to do ranged attacks:
 
The player is not always able to do ranged attacks:
*[[Felid]]s are unable to use ranged attacks.
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*[[Felid]]s are unable to use ranged weapons.
*Small species can't use [[longbow]]s.
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*Any transformation that makes you unable to wield weapons: [[Spider Form]], [[Ice Form]], [[Blade Hands]], [[Dragon Form]], [[Pig Form]], [[Wisp Form]], [[Fungus form]], and [[Bat Form]].
*Any transformation that makes you unable to wield weapons: [[Spider Form]], [[Ice Form]], [[Blade Hands]], [[Dragon Form]], [[Pig Form]], [[Porcupine Form]], [[Wisp Form]], [[Fungus form]] and [[Bat Form]].
+
*Being entangled by a net or a [[web]].
*Being entangled by a net or a [[web]]. You can't use any kind of ranged attacks except shooting [[needle]]s with a [[blowgun]].
 
 
*Being [[berserk]].
 
*Being [[berserk]].
  
The only monsters that can use ranged attacks are those with the [[:Category:Weapons armour|Weapons armour flag]] or the Use starting equipment flag. Those monsters need to meet the following conditions:
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Monsters must have the [[:Category:Weapons armour|Weapons armour flag]] or the Use starting equipment flag in order to use ranged weapons. Monsters are not subject to ammo limitations. Those monsters need to meet the following conditions:
 
*Not being incapacitated. Some effects that can cause this are [[paralysis]], [[sleep]], [[confusion]], being [[web|entangled]], and [[Petrify|petrification]].
 
*Not being incapacitated. Some effects that can cause this are [[paralysis]], [[sleep]], [[confusion]], being [[web|entangled]], and [[Petrify|petrification]].
*Not being [[submerges|submerged]].
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*Monsters with the [[:Category:Archer flag|Archer flag]] are more likely to use ranged attacks.
*Monsters with the [[:Category:Archer flag|Archer flag]] are more likely to use ranged attacks: 8/9 for archers vs. 4/5 for normal monsters.
 
 
*They need to be able to see their target.
 
*They need to be able to see their target.
*Monsters adjacent to their target won't use ranged attacks, except if they have the [[:Category:Archer flag|Archer flag]].
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*Monsters adjacent to their target won't use ranged attacks, except if they have the [[:Category:Don%27t_melee_flag|Don't Melee flag]].
 
*Monster with ranged spells won't use ranged attacks, unless they start with some ranged weapon.
 
*Monster with ranged spells won't use ranged attacks, unless they start with some ranged weapon.
*[[Fleeing]] and [[Elyvilon|pacified]] monsters have lower chances to use ranged attacks.
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*[[Flees|Fleeing]] and [[Elyvilon|pacified]] monsters have lower chances to use ranged attacks.
 
*Not being inside [[Zin#Sanctuary|sanctuary]].
 
*Not being inside [[Zin#Sanctuary|sanctuary]].
 
*Not being [[berserk]].
 
*Not being [[berserk]].
 
==Costs==
 
Unlike melee attacks, ranged attacks don't have any nutritional costs. The only cost is the energy taken and the possibility of [[Mulch|ammo destruction]].
 
 
The energy cost (also called attack delay) of a ranged attack depends on the kind of [[Ranged weapons#Launchers|launcher]] used:
 
*'''None''': The delay is 10 [[aut]]s.
 
*A [[blowgun]], [[sling]], [[bow]], [[longbow]], or [[crossbow]]: The delay in auts is:
 
(Speed brand multiplier) × max(
 
  Shield penalty×Base delay - Weapon Skill×4×Effective Stat/250 ,
 
  Shield penalty×Minimum delay)
 
 
Where:
 
 
*'''Base delay''': 10 for blowguns, 11 for slings and bows, 12 for longbows, and 15 for crossbows.
 
*'''Weapon skill''': [[Throwing]] for blowguns, [[Slings]] for slings, [[Bows]] for bows and longbows, and [[Crossbows]] for crossbows.
 
*'''Effective stat''':
 
{|class="prettytable"
 
!Weapon
 
!Effective stat:
 
|-
 
| blowgun
 
| Dexterity
 
|-
 
| sling
 
| 0.9×Dexterity + 0.1×Strength
 
|-
 
|bow
 
| 0.8×Dexterity + 0.2×Strength
 
|-
 
| longbow
 
| 0.7×Dexterity + 0.3×Strength
 
|-
 
| crossbow
 
| 0.2×Dexterity + 0.8×Strength
 
|}
 
*'''Minimum delay''': 7 auts, except bows and longbows that can reach 6 auts.
 
*'''Speed brand multiplier''': 2/3 if the weapon has the [[Speed_(brand)|speed]] brand, 1 otherwise.
 
*'''Shield penalty''': For slings and blowguns 1 (no penalty); for bows, longbows, or crossbows:
 
{|class="prettytable"
 
! Shield type
 
! Shield penalty
 
|-
 
| buckler
 
| 1+0.25×(1-[[Shields|Shield skill]]/(2×27))
 
|-
 
| shield
 
| 1+0.5×(1-[[Shields|Shield skill]]/(2×27))
 
|-
 
| large shield
 
| 1+(1-[[Shields|Shield skill]]/(2×27))
 
|}
 
 
The base delay and min delay of a bow, longbow or crossbow is increased by +25% for bucklers / +50% for shields / +100% for large shields. This penalty can be halved with 27 levels in the Shields skill becoming: +12.5%/+25%/+50%.
 
 
==Damage==
 
These expressions are valid only for the player.
 
===Longbows and bows===
 
The formula is:
 
Damage = 1d({Base damage - 2 + 1d8 + Racial bonus
 
          + 1d[Launcher enchantment - 1 + 1d(Ammo bonus) + strbonus]}×Modifiers + Slaying)
 
 
*'''Base damage''': 6 for longbows, 3 for bows.
 
*'''Racial bonus''': 1 when using a (long)bow designed for your species, 0 otherwise.
 
*'''Launcher enchantment''': The to-damage enchantment of your (long)bow.
 
*'''Ammo bonus''': ([[Bows|Bow skill]]/3) capped to 3.
 
*'''strbonus''': (10 + 2d8 + 2×Racial bonus + Ammo bonus) × (Strength - 10)/8, but never a value greater than (Launcher enchantment + 1).
 
*'''Slaying''': 1d(1 + (to-damage slaying)) - 1
 
*'''Modifiers''': Skill modifier × Brand modifier
 
**'''Skill modifier''': 1 + (1d(Bow skill + 1) - 1)/17 (average bonus: +2.8% per level; at level 27, +76.5%)
 
**'''Brand modifier''':
 
{|class="prettytable"
 
! Brand
 
! Brand modifier
 
|-
 
| Vorpal (velocity)
 
| ×1.2
 
|-
 
| Elemental (flame, frost)
 
| ×1.4 (beam type is changed)
 
|}
 
 
If your [[Bows|Bows skill]] is greater or equal than 9, Ammo bonus is 3, and then we can easily obtain an approximate expression that tell us how much strength we need to maximize strbonus:
 
Strength = 10 + 0.36 × Launcher enchantment
 
 
When strbonus is maximized, we get this expression for the damage, which is easier to understand:
 
Damage = 1d({Base damage - 2 + 1d8 + Racial bonus + 1d[2×Launcher enchantment + 1d3]}×Modifiers + Slaying)
 
 
As you can see, launcher enchantment is extremely important: it can double your final damage. The skill bonus is also very important: +76% at level 27. Using elemental ammo with a vorpal launcher can increase your damage output by 1.2×1.4=1.68 (+68%). Finally, the difference between a bow and a longbow is also notable (+3 base damage).
 
 
Without strbonus (eg: strength = 10), we get a very similar expression:
 
Damage = 1d({Base damage - 2 + 1d8 + Racial bonus + 1d[Launcher enchantment - 1 + 1d3]}×Modifiers + Slaying)
 
 
For example, if you are using a +7 longbow (base damage = 6, enchantment = 7) with strength=10, the lack of strength is decreasing your final damage approximately a 24%.
 
 
It's also possible to have a negative strbonus, which is something quite bad. This happens when strength < 10. Typically, you should try to have 14-16 points of strength. Anything above that is useless most of the time.
 
 
===Crossbows===
 
The formula is:
 
Damage = 1d({3 + 1d10 + Racial bonus
 
          + 1d[Launcher enchantment - 1 + 1d(Ammo bonus)]}×Modifiers + Slaying)
 
 
*'''Racial bonus''': 1 when using a crossbow designed for your species, 0 otherwise.
 
*'''Launcher enchantment''': The to-damage enchantment of your crossbow.
 
*'''Ammo bonus''': ([[Crossbows|Crossbow skill]]/3) capped to 3.
 
*'''Slaying''': 1d(1 + (to-damage slaying)) - 1
 
*'''Modifiers''': Skill modifier × Brand modifier
 
**'''Skill modifier''': 1 + (1d(Crossbow skill + 1) - 1)/22 (average bonus: +2.2% per level; at level 27, +59%)
 
**'''Brand modifier''':
 
{|class="prettytable"
 
! Brand
 
! Brand modifier
 
|-
 
| Vorpal (velocity)
 
| ×1.2
 
|-
 
| Elemental (flame, frost)
 
| ×1.4 (beam type is changed)
 
|-
 
| Steel
 
| ×1.3
 
|}
 
 
  
 
==See also==
 
==See also==
*[[Ranged weapons]]
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*[[Ranged weapon]]
*[[Attack speed]]
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*[[Weapon damage]]
 +
*[[Weapon speed]]
  
 
[[Category:Combat]]
 
[[Category:Combat]]

Latest revision as of 17:52, 15 October 2022

Version 0.29: This article may not be up to date for the latest stable release of Crawl.

Ranged Combat is a term used to describe any action that consists in striking from afar a target with a missile. Many items require the use of a launcher, or ranged weapon.

Commands

The commands used by the player to perform ranged attacks are:

  • v: If wielding a launcher, allows you to target. Press f or Enter to fire.
    • Pressing . after selecting a target will stop the attack on the tile specified.
  • f: As v, but works with any ranged item.
    • Pressing Q after will let you swap the item fired.
  • F: Like f, but you select the item to fire first.
  • Q: Quiver an action, for use for most other commands.
  • Tab: If wielding a launcher, attack the nearest monster with the quivered ammo, moving if necessary.
  • Shift-Tab or p: Attack the nearest monster with the quivered ammo, without moving.

These commands can also be used for actions not traditionally called "ranged combat", such as spells and abilities.

Requisites

The player is not always able to do ranged attacks:

Monsters must have the Weapons armour flag or the Use starting equipment flag in order to use ranged weapons. Monsters are not subject to ammo limitations. Those monsters need to meet the following conditions:

  • Not being incapacitated. Some effects that can cause this are paralysis, sleep, confusion, being entangled, and petrification.
  • Monsters with the Archer flag are more likely to use ranged attacks.
  • They need to be able to see their target.
  • Monsters adjacent to their target won't use ranged attacks, except if they have the Don't Melee flag.
  • Monster with ranged spells won't use ranged attacks, unless they start with some ranged weapon.
  • Fleeing and pacified monsters have lower chances to use ranged attacks.
  • Not being inside sanctuary.
  • Not being berserk.

See also