Difference between revisions of "Unarmed Combat"

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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, [[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.
  
The '''Unarmed Combat''' skill determines the effectiveness of all attacks made with your character's fists (or tentacles in the case of [[octopode]]s), increasing the damage, [[to-hit|accuracy]], and [[attack speed|speed]] of your unarmed attacks. Although there are many non-punch [[auxiliary attack]]s you can make with the rest of your body, these are not affected by the UC skill whatsoever. Training this skill is only advisable if you intend to engage in melee while unarmed or while leaving your off-hand empty.
+
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 [[talisman]] forms.
  
For many [[species]], fighting without a weapon is not a very appealing prospect. Leaving your weapon and/or [[shield]] slot open means that you cannot take advantage of weapon [[brand]]s, miss out on the defensive value of a shield, and have two fewer slots for wielding [[artifact]]s that may provide useful resistances or other bonuses. However, unarmed combat allows for some of the fastest attacks in the game, deals competitive damage to weapon wielders at high skill levels, and allows you to take advantage of the many [[Transmutations]] spells which grant you powerful unarmed capabilities. Also, 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}}
  
==Attack Delay==
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==Useful Info==
Unarmed combat specialists are capable of making some of the fastest attacks in the game, on par with the speed of most [[short blades]] wielders. Couple this with the fact that UC attacks have a much higher base damage than any short blade, and you can see why they're capable of doing very significant amounts of damage very quickly. However, it requires much more Unarmed Combat skill to reach maximum attack speed than it does for a weapon fighter to reach their maximum. Bear in mind that this only applies to main-hand punches; auxiliary offhand punches occur along with your main hand attacks.
+
===Base stats===
 +
By default, Unarmed Combat has a base damage of 3, [[to-hit|accuracy]] of +6, [[attack delay|base delay]] of 1.0 decaAut, and a [[mindelay]] of 0.5 decaAut (reached at 27 skill). UC itself functions like any other [[melee weapon]], though your fists cannot be [[enchant]]ed or [[brand]]ed normally.
  
===Bonuses From Skill===
+
While using Unarmed Combat, [[Manifold Assault]] only strikes half as many targets, and the damage formula for [[Detonation Catalyst]] is changed.
Weapon fighters gain a 0.1 point reduction to their attack delay for every 2 levels they have in their appropriate weapon skill, allowing them to reach maximum weapon speed by the mid-game in most cases. Unarmed Combat uses a different formula, however; your attack delay is reduced by 0.1 for roughly every 5.4 skill levels, reaching a delay of 0.5 at UC skill 27. Fortunately, unarmed combat is also much faster than fighting with most weapons by default, so they still enjoy fairly quick attacks throughout the game.
 
  
===Other Factors===
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===Skill bonuses===
Characters in [[bat form]] receive a special bonus to unarmed combat, making attacks in 60% of the normal time (though at a significant penalty to damage). Other effects that can influence attack speed (such as [[Haste]], [[Slow]], [[Statue Form]], etc.) apply as normal, with a hardcoded limit at 3 which you cannot exceed.
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Each level of Unarmed Combat 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]], 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. This means that every 5.4 levels of UC reduces attack delay by 0.1 decaAut, and each level of UC reduces delay by ~0.0185 decaAut) - this is worse than regular weapons. Like other weapons, this is rounded to the tenths place in the weighted fashion.
 +
* Increases [[#Offhand punch|offhand punch]] damage and its chance to activate.
 +
*The [[to-hit]] boost is the same as other weapon skills (+0.5 to-hit per level).
  
===Final Calculation===
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===Offhand punch===
Finally, your attack delay can never be a fraction of the decimal place of an aut. If your calculated speed falls between two decimal place numbers, the game will round up or down based on the remainder (0.72 would have a 20% chance of being rounded to 0.8 and an 80% chance of being 0.7).
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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 [[handedness|two-handed weapon]]. In addition, you can't make these punches in [[Flux Form]] or [[Serpent Form]]. [[Octopode]]s get tentacle slaps instead of offhand punches, and may slap even when their offhand is occupied.
  
{| border="1" cellspacing="0" align="center"
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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 per attack to throw 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.
! UC !! Avg delay !! UC !! Avg delay !! UC !! Avg delay
+
 
|-
+
Offhand punch damage equals:<ref>{{source ref|0.30.0|melee-attack.cc|1019}}</ref>
| 0 || 1.0 || 10 || 0.81 || 20 || 0.63
+
5 + (UC / 2)
|-
+
  + 1d3 × [[Claws]] rank
| 1 ||  0.98 || 11 || 0.80 || 21 || 0.61
+
+ 6 under [[Blade Form]]
|-
+
 
| 2 ||  0.96 || 12 || 0.78 || 22 || 0.59
+
==Damage Modifiers==
|-
+
Unarmed Combat's base damage is modified by most [[transformations]], as well as the [[Claws]] mutation. In addition, many transformations have other special effects.
| 3 ||  0.95 || 13 || 0.76 || 23 || 0.57
+
 
|-
+
'''General Modifiers'''
| 4 || 0.92 || 14 || 0.74 || 24 || 0.56
+
{| class="prettytable" style="border:none; text-align: center; margin:0; padding:0;"
|-
+
! Condition || Damage || Special
| 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 ||    ||
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| Base damage || 3 || N/A
 
|-
 
|-
 +
| [[Claws]] || +2 × level || Wearing [[gloves]] negates this<br>[[Revenant]]: Claws 1, [[Troll]]: Claws 3
 +
|-
 +
| [[Felid]] || 5 || Works well for [[stab]]bing
 
|}
 
|}
  
==Base Damage==
 
The base damage of your primary unarmed combat attack is determined through the following factors:
 
  
{| class="prettytable" style="border:none; margin:0; padding:0;"
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'''[[Talisman]] Forms:'''
! Condition || Damage || Special
+
{| class="prettytable" style="border:none; text-align: center; margin:0; padding:0;"
 +
! Form || Dmg || Skill Range || Special
 
|-
 
|-
| [[Porcupine Form]] || 3 || -
+
|Base (No Form)
 +
|3
 +
|
 +
|
 
|-
 
|-
| [[Pig Form]] || 3 || -
+
|[[Maw Form]]
 +
|5
 +
|
 +
|Bite [[auxiliary attack]]
 
|-
 
|-
| [[Bat Form]] || 1 || 60% Attack Delay
+
|[[Yak Form]]
 +
|7
 +
|
 +
|Attacking near walls deals cold damage
 
|-
 
|-
| [[Vampire]] Bat Form || 2 || 60% Attack delay
+
|[[Blade Form]]
 +
|15-23
 +
|12-20
 +
|Buffs off-hand punch
 
|-
 
|-
| [[Spider Form]] || 5 || [[Venom]]
+
|[[Fortress Crab Form]]
 +
|8-13
 +
|12-20
 +
|
 
|-
 
|-
| [[Wisp Form]] || 5 || -
+
|[[Spider Form]]
 +
|3
 +
|
 +
|Works well for [[stab]]bing
 
|-
 
|-
| [[Ice Form]] || 12 || [[Freezing]]
+
|[[Serpent Form]]
 +
|10
 +
|
 +
|[[Constriction]]
 
|-
 
|-
| [[Fungus Form]] || 12 || [[Confusing Touch]]
+
|[[Dragon Form]]
 +
|17-27
 +
|17-25
 +
|Listed damage includes Claws; +5 STR; aux attacks
 
|-
 
|-
| [[Tree Form]] || 12 || -
+
|[[Statue Form]]
 +
|8
 +
|
 +
|<nowiki>+</nowiki>50% all melee damage, 50% slower; +7 STR
 
|-
 
|-
| [[Blade Hands]] || 12 + (STR + DEX) / 4 || -
+
|[[Storm Form]]
 +
|24-30
 +
|23-27
 +
|[[Elec]], [[Cleaving]]
 
|-
 
|-
| [[Statue Form]] || 9 + STR / 2 || 150% attack delay
+
|[[Death Form]]
 +
|9
 +
|
 +
|All melee can inflict status conditions
 +
|}
 +
 
 +
''For forms that scale with skill, the listed damage range assumes you are at min and max skill, respectively. Going under min skill will reduce damage accordingly.''
 +
 
 +
'''[[Bad Form|Other Forms]]'''
 +
{| class="prettytable" style="border:none; text-align: center; margin:0; padding:0;"
 +
! Form || Damage || Special
 
|-
 
|-
| [[Dragon Form]] || 12 + (2/3) STR || Heavy [[bleeding]]
+
| [[Bat Form]] || 1 || N/A
 +
|-
 +
| [[Fungus Form]] || 12 || [[Confusion]]
 
|-
 
|-
| [[Lich Form]] || 5 || [[Draining (brand)|Draining]]
+
| [[Pig Form]] || 1 || For damage, skill has 1/5 impact
 
|-
 
|-
| [[Troll]] || 9 || Heavy bleeding
+
| [[Tree Form]] || 12 || N/A
 
|-
 
|-
| [[Ghoul]], [[Felid]] || 5 || Light bleeding
+
| [[Wisp Form]] || 5 || Uses (XL/2) for dmg instead of UC skill
|-
 
| [[Claws]] [[mutation]] || +2 × Claws ranks || Wearing [[gloves]] negates this
 
|-
 
| Other || 3 || -
 
 
|}
 
|}
  
Your base damage is then increased by your unarmed combat skill level (divided by 5 when in Bat Form). This base damage is then further modified by your [[strength]], [[dexterity]], [[Fighting]] skill, and other factors. A value is randomly selected between 1 and the final calculated damage, and the target's AC is applied against it.
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==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 [[talisman]] forms. The downsides are, as mentioned, the inability to enchant or brand fists, and the poor stats at low skill.
  
Offhand punches are significantly less powerful, using the following calculation:
+
The skill scaling of Unarmed Combat should be put into perspective. At 16 skill:
 +
*Unarmed Combat deals 19 base damage, and attacks a bit slower than 0.7 delay.
 +
*A [[morningstar]] deals 17 damage (after M&F skill), and attacks at 0.7 delay. In addition, a morningstar can be [[enchant]]ed and [[brand]]ed. A +0 morningstar with just about any brand will surpass UC at this skill level.
  
{| class="prettytable" style="border:none; margin:0; padding:0;"
+
At high enough skill, Unarmed Combat is around the level of the strongest two-handed weapons (before considering forms). But there is a huge chunk of the game where you are weaker, equal to, or just slightly better than a weapon wielder.
! Condition || Damage || Special
 
|-
 
| Offhand Punch || 5 + (UC / 3) +(1d3 × Claws ranks) '''or''' +(6 if Blade Hands) || Wearing any shield negates this
 
|}
 
  
Octopodes get tentacle slaps instead of offhand punches, and may still make tentacle slaps while wearing a shield, making it generally best for unarmed octopodes to use a shield.
+
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]] starts at 17 base damage at its minimum skill; not a lot of actual UC skill is required to pulverize your enemies. Of course, you should still train at least some skill, to boost accuracy and speed of your attacks.
  
 
==History==
 
==History==
Prior to 0.17, unarmed combat attack delay was penalized by shields and armour.
+
*Prior to [[0.31]], Unarmed Combat only had a base accuracy of +2. However, having [[Claws]] or being in most [[transformation]]s provided a hidden extra bonus to accuracy.
 +
*Prior to [[0.20]], certain forms ([[Blade Hands]], [[Statue Form]], [[Dragon Form]]) scaled their unarmed damage with [[strength]].
 +
*Prior to [[0.17]], unarmed combat attack delay was penalized by [[body armour]]. Also, trolls' claws could inflict the now-removed [[bleeding]] status.
 +
*Prior to [[0.11]], Unarmed Combat gave a chance to perform kick and headbutt [[auxiliary attack]]s, if you didn't already have [[Hooves]] / [[Horns]] to do so. The off-hand punch was slightly weaker (<code>5 + UC/3</code>).
 +
*Prior to [[0.7]], Unarmed Combat improved the performance of your non-punch auxiliary attacks, giving all melee fighters a reason to train it.
  
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.
+
==References==
 +
<references/>
  
==Unarmed Combat Aptitudes==
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{{Skills}}
From [[Dungeon Crawl]] [[Stone Soup]] in-game documentation:
 
  
{{#invoke:Apt|skill_table|Unarmed Combat}}
 
 
[[Category:Skills]]
 
[[Category:Skills]]
 
{{Skills}}
 

Latest revision as of 04:38, 16 November 2025

Version 0.32: 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 talisman forms.

Aptitudes

At Ba Co DE Dg Ds Dj Dr Fe Fo Gr Gn Hu Ko Mf Mi MD Mu Na Op On Po Re Sp Te Tr VS
-1 1 -1 -2 -1 -1 0 0 0 0 0 8 0 0 1 1 0 -2 0 0 -1 -3 1 -2 1 0 0

Useful Info

Base stats

By default, Unarmed Combat has a base damage of 3, accuracy of +6, base delay of 1.0 decaAut, and a mindelay of 0.5 decaAut (reached at 27 skill). UC itself functions like any other melee weapon, though your fists cannot be enchanted or branded normally.

While using Unarmed Combat, Manifold Assault only strikes half as many targets, and the damage formula for Detonation Catalyst is changed.

Skill bonuses

Each level of Unarmed Combat 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, 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. This means that every 5.4 levels of UC reduces attack delay by 0.1 decaAut, and each level of UC reduces delay by ~0.0185 decaAut) - this is worse than regular weapons. Like other weapons, this is rounded to the tenths place in the weighted fashion.
  • Increases offhand punch damage and its chance to activate.
  • The to-hit boost is the same as other weapon skills (+0.5 to-hit per level).

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. In addition, you can't make these punches in Flux Form or Serpent Form. 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 per attack to throw 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 punch damage equals:[1]

5 + (UC / 2)
+ 1d3 × Claws rank
+ 6 under Blade Form

Damage Modifiers

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

General Modifiers

Condition Damage Special
Base damage 3 N/A
Claws +2 × level Wearing gloves negates this
Revenant: Claws 1, Troll: Claws 3
Felid 5 Works well for stabbing


Talisman Forms:

Form Dmg Skill Range Special
Base (No Form) 3
Maw Form 5 Bite auxiliary attack
Yak Form 7 Attacking near walls deals cold damage
Blade Form 15-23 12-20 Buffs off-hand punch
Fortress Crab Form 8-13 12-20
Spider Form 3 Works well for stabbing
Serpent Form 10 Constriction
Dragon Form 17-27 17-25 Listed damage includes Claws; +5 STR; aux attacks
Statue Form 8 +50% all melee damage, 50% slower; +7 STR
Storm Form 24-30 23-27 Elec, Cleaving
Death Form 9 All melee can inflict status conditions

For forms that scale with skill, the listed damage range assumes you are at min and max skill, respectively. Going under min skill will reduce damage accordingly.

Other Forms

Form Damage Special
Bat Form 1 N/A
Fungus Form 12 Confusion
Pig Form 1 For damage, skill has 1/5 impact
Tree Form 12 N/A
Wisp Form 5 Uses (XL/2) for dmg instead of UC skill

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 talisman forms. 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 should be put into perspective. At 16 skill:

  • Unarmed Combat deals 19 base damage, and attacks a bit slower than 0.7 delay.
  • A morningstar deals 17 damage (after M&F skill), and attacks at 0.7 delay. In addition, a morningstar can be enchanted and branded. A +0 morningstar with just about any brand will surpass UC at this skill level.

At high enough skill, Unarmed Combat is around the level of the strongest two-handed weapons (before considering forms). But there is 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 starts at 17 base damage at its minimum skill; not a lot of actual UC skill is required to pulverize your enemies. Of course, you should still train at least some skill, to boost accuracy and speed of your attacks.

History

  • Prior to 0.31, Unarmed Combat only had a base accuracy of +2. However, having Claws or being in most transformations provided a hidden extra bonus to accuracy.
  • Prior to 0.20, certain forms (Blade Hands, Statue Form, Dragon Form) scaled their unarmed damage with strength.
  • Prior to 0.17, unarmed combat attack delay was penalized by body armour. Also, trolls' claws could inflict the now-removed bleeding status.
  • Prior to 0.11, Unarmed Combat gave a chance to perform kick and headbutt auxiliary attacks, if you didn't already have Hooves / Horns to do so. The off-hand punch was slightly weaker (5 + UC/3).
  • Prior to 0.7, Unarmed Combat improved the performance of your non-punch auxiliary attacks, giving all melee fighters a reason to train it.

References

Skills
Weapons Short BladesLong BladesRanged Weapons

AxesMaces & FlailsPolearmsStavesUnarmed CombatThrowing

Physical FightingArmourDodgingStealthShields
Magical SpellcastingInvocationsEvocationsShapeshifting
Spell Schools AirAlchemyConjurationsEarthFireForgecraftHexesIceNecromancySummoningTranslocations