Difference between revisions of "Constriction"

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'''Constriction''' is the act of grabbing a target, preventing it from moving away, and crushing it to death over several turns. This makes it much easier to defeat fast-moving enemies such as [[bat]]s and [[unseen horror]]s, and prevents monsters from fleeing. Only certain [[species]] and monsters are capable of doing this:
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{{version032}}
*{{Green|S}} [[File:Ball_python.png]] [[Ball python]]
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'''Constriction''' is the act of grabbing a target, preventing it from moving away, and crushing it to death over several turns. This lowers the [[ev]]asion of the target, and prevents them from moving  away.
*{{LightGrey|S}} [[File:Anaconda.png]] [[Anaconda]]
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*{{Green|X}} [[File:Tentacled_monstrosity.png]] [[Tentacled monstrosity]]
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==List of constrictors==
*{{Green|N}} [[File:Naga.png]] [[Naga (monster)|Naga]]  
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===Monsters===
*{{Red|N}} [[File:Naga_mage.png]] [[Naga mage]]
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*{{Green|N}} [[File:Naga (monster).png]] '''[[Naga (monster)|Naga]]'''
*{{Blue|N}} [[File:Naga_warrior.png]] [[Naga warrior]]
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*{{monsterlink|Naga mage}}
*{{LightRed|N}} [[File:Greater_naga.png]] [[Greater naga]]
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*{{monsterlink|Naga sharpshooter}}
*{{LightCyan|x}} [[File:Octopode_(monster).png]] [[Octopode (monster)|Octopode]]
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*{{monsterlink|Naga ritualist}}
*You, if you're playing an [[octopode]] or a level 13 or greater [[naga]]
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*{{monsterlink|Naga warrior}}
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*{{monsterlink|Nagaraja}}
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*{{monsterlink|Snaplasher vine}}
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*{{monsterlink|Ball python}}
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*{{monsterlink|Anaconda}}
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*{{monsterlink|Tentacled monstrosity}}
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*{{monsterlink|Starspawn tentacle}}
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*{{monsterlink|Formless jellyfish}}
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*{{LightCyan|x}} [[File:Octopode (monster).png]] '''[[Octopode (monster)|Octopode]]'''
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*{{monsterlink|Vashnia}}
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*{{monsterlink|Erica}}
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*'''[[Grasping Roots]]'''
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**{{monsterlink|Jorgrun}}
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**{{monsterlink|Shambling mangrove}}
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===Playable species===
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*'''[[Octopode]]'''
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*'''[[Naga]]''' - gains the ability at [[experience level]] 13.
 +
 
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===Forms===
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*'''[[Serpent talisman]]'''
 +
 
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===Other Constriction Effects===
 +
*[[Borgnjor's Vile Clutch]]
 +
*[[Wand of roots]]
  
 
==Initiating Constriction==
 
==Initiating Constriction==
Constriction occurs whenever a constriction-capable character or monster makes a melee attack (not necessarily [[Unarmed Combat]]). All the following conditions must apply:
 
* The attacker is not constricting another creature, unless the attacker is an octopode that has free tentacles. Octopodes are capable of maintaining up to eight at once (it doesn't matter if you wield weapons or shields).
 
* The defender is not constricted by another creature (only one constricter at a time).
 
* The attacker must be able to see the victim.
 
* The attacker is not confused.
 
* The size of the attacker is greater or equal than the size of the defender.
 
* The defender is not immune to constriction attacks. The following monsters are immune: [[porcupine]]s, [[list of jellies|jellies]], [[flaming corpse]]s and [[:Category:insubstantial monsters|insubstantial]] monsters.
 
* The defender must be next to the attacker (weapons of reaching don't allow you to constrict non-adjacent targets).
 
  
If all the previous requisites are met, the game rolls the to_hit of the attacker and the evasion/SH of the defender. For the player, to_hit is calculated as follows:
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===Melee Constriction===
  to_hit = 13 + DEX*0.6 + STR*0.15 + Fighting*0.3 + Slaying bonus + Other bonuses
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Constriction can occur whenever a constriction-capable character or monster makes a melee attack (not necessarily [[Unarmed Combat]]). All the following conditions apply:<ref>{{source ref|0.32.1|actor.cc|740}}</ref>
For the monsters, it is basically:
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*The attacker is not constricting another creature, unless the attacker is an Octopode. Octopodes are capable of maintaining up to eight at once, but the number is reduced by two per traditional hand occupied (i.e., -2 per one-handed weapon/offhand item, -4 per two-handed weapon).
  to_hit = 18 + HD*1.5 + Other bonuses (replace 1.5 with 2.5 if the monster is a [[:Category:Fighter|fighter]]: naga warriors)
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*The defender is not constricted or engulfed by another creature.
If the attack hits, the constriction starts.
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*The attacker must be able to see the victim.
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*The attacker is not confused.
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*The size of the attacker is greater than or equal to the size of the defender.
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*The defender is not immune to constriction attacks (see below).
 +
*The defender must be next to the attacker (weapons of reaching don't allow you to constrict non-adjacent targets).
 +
 
 +
If all the previous requisites are met, the game rolls the to_hit of the attacker and the evasion/SH of the defender. For the player this is the standard [[auxiliary attack]] to_hit. It's calculated as follows:
 +
  to_hit = 13 + 0.75 * DEX + 0.3 * Fighting + Slaying bonus + Other bonuses<ref>{{source ref|0.32.1|fight.cc|73}}</ref>
 +
 
 +
For the monsters, it's:
 +
  to_hit = 18 + 1.5 * HD + Other bonuses (replace 1.5 with 2.5 if the monster is a [[:Category:Fighter|fighter]] i.e. naga warriors)
 +
If the attack hits, the constriction starts, though monsters only have a 2/3 chance to apply constriction in melee.
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 +
===Spell Constriction===
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For [[Borgnjor's Vile Clutch]], [[wand of roots]], or [[Grasping Roots]], the following apply:
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*The defender is not constricted or engulfed by another creature.
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*The attacker must be able to see the victim.
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*The defender is not immune to constriction attacks.
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*The defender is not over [[deep water]] or [[lava]].
 +
 
 +
These forms of constriction always hit.
 +
 
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===Constriction Immunity===
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The following monsters are immune:<ref>{{source ref|0.32.1|monster.cc|3920}}</ref>
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*[[list of jellies|jellies]],
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*[[:Category:Spiny|spiny]] monsters,
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*[[:Category:insubstantial monsters|insubstantial]] monsters.
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Player sources:<ref>{{source ref|0.32.1|player.cc|6974}}</ref>
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*[[insubstantial]] forms, like [[Storm Form]] or [[wisp form]],
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*the [[Spiny (mutation)|Spiny]] mutation, which is available only to [[demonspawn]],
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*[[Slick slippers]] unrand.
  
 
==Maintaining Constriction==
 
==Maintaining Constriction==
While the target is constricted, it will take an increasing amount of damage each turn, will be unable to move in any direction, and will suffer an [[ev]]asion penalty (-3 EV for the player; for monsters EV is divided by 2+body [[size]]). Attempting to move away will constitute an escape attempt, using all of the above variables along with the number of escape attempts thus far (successive attempts have better success rates) to determine whether or not the escape succeeds.
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While the target is constricted, it will take damage each turn, will be unable to move in any direction, and will suffer a -10 [[ev]]asion penalty. Attempting to move away will constitute an escape attempt, which for players has a 40% chance to succeed the first time. Subsequent escape attempts increase the chance to 75%, then 100%.
  
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<!-- TODO: monster escape chance formula -->
 
===Damage Calculations===
 
===Damage Calculations===
 
The amount of damage inflicted every 10 [[aut]]s is:
 
The amount of damage inflicted every 10 [[aut]]s is:
   (Base damage) * (1 + log2(1 + Duration/5)) * (0.33 + 0.67 * (XL/27))
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   (Base damage) * (0.33 + 0.67 * (XL / 27))
  
* '''Base damage''': For players 2d([[Strength]]/5), which means that a character with 20 points of strength will do twice as much damage as a character with only 10. For monsters, it is the base damage of that particular attack.
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*'''Base damage''': For players constricting in melee, this is equal to <code>2d[(110 + (25 * XL)) / 81]</code>. When using [[Borgnjor's Vile Clutch]] or a [[wand of roots]], it depends of the [[spellpower|power]] of the cast. For monsters, it is the base damage of that particular attack.
* '''Duration modifier''': The second factor means that the more time you have been constricting a monster the more damage you do. The damage is increased by approximately 20% each turn, so after 5 turns you will do twice as much damage as you did in the first turn. After the fifth turn the rate is a bit lower than 20%.
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*'''Experience level modifier''': The third factor means that your damage increases linearly with your [[experience level]]. A level 27 character will do thrice as much damage as one at level 1.
* '''Experience level modifier''': The third factor means that your damage increases linearly with your [[experience level]]. A level 27 character will do thrice as much damage as one at level 1.
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* '''AC reduction''': Unlike most melee attacks, constriction is not reduced by a random number between 0 and [[AC]]; the damage reduction is a random number between 0 and 1+AC/2. This means that constriction bypasses half of the AC.
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This damage is then modified as follows:
* '''Time scale''': The previous formula calculates how much damage you do every 10 [[aut]]s. That amount needs to be scaled depending on how many auts you have spent in this turn. For example: if you are attacking with a [[quick blade]] at minimum delay (3 auts), the previous amount will be multiplied by 3/10 (after AC reduction).
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*'''AC reduction''': Unlike most melee attacks, constriction is not reduced by a random number between 0 and [[AC]]; the damage reduction is a random number between 0 and <code>1 + AC / 2</code>. This means that constriction bypasses half of the AC.
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*'''Time scale''': The previous formula calculates how much damage you do every 10 [[aut]]s. That amount needs to be scaled depending on how many auts you have spent in this turn. For example: if you are attacking with a [[dagger]] at minimum delay (5 aut), the previous amount will be multiplied by <code>5/10</code> (after AC reduction).
  
 
==Escaping Constriction==
 
==Escaping Constriction==
 
Along with simply succeeding at an escape attempt, there are a number of other methods for breaking free:
 
Along with simply succeeding at an escape attempt, there are a number of other methods for breaking free:
*Killing the constrictor
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*Killing the constrictor.
*If the constrictor moves from its current tile, constriction ends (even if the destination is still adjacent to the constricted target)
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*If the constrictor moves from its current tile, constriction ends (even if the destination is still adjacent to the constricted target).
*Fear (through either a [[scroll of fear]] or [[Cause Fear]]) does the same thing
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**The [[dispersal (brand)|dispersal]] and [[distortion]] brands can force the constrictor to blink away (or be banished to [[the Abyss]]).
*[[Confusion]], [[Paralyze|paralysis]], [[Petrify|petrification]], [[enslavement]], [[polymorph]]ing, or [[Sleep|unconsciousness]] of the constrictor immediately breaks constriction
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**Casting [[Teleport Other]], [[Dispersal]] or [[Disjunction]] has a similar effect.
*Any source of [[blink]]ing can get you free. It counts as two escape attempts.
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**Forcing the constrictor back with [[Iskenderun's Mystic Blast]] may also work but may not be as effective against larger monsters.
*[[Teleportation]] will get you free after a delay.
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**Casting [[Polar Vortex]] will force the enemy away from you much more aggressively.
*The [[dispersal (brand)|dispersal]] and [[distortion]] brands can instead force the constrictor to blink away (or be banished to [[the Abyss]])
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**[[Gell's gravitambourine]] can move a constrictor.
*Casting [[Teleport Other]] or [[Dispersal]] has a similar effect
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*Disabling the constrictor with [[confusion]], [[Paralyze|paralysis]], [[Petrify|petrification]], [[fear]], [[Sleep|unconsciousness]], or [[polymorph]] immediately breaks constriction.
*Casting [[Tornado]] will force the enemy away from you much more aggressively
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*[[Wand of charming|Charming]] or pacifying through [[Elyvilon]] will immediately stop contriction.
*Casting [[Dragon Form]] will greatly increase your size, making constriction much more difficult
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*Becoming immune to constriction will immediately end the status.
*[[Zin]]'s Sanctuary ability breaks constriction
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**[[Storm Form]] is immune to constriction.
*[[Elyvilon]]'s healing abilities may allow you to pacify the constrictor
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**[[Dragon Form]] is giant size, so it can only be constricted by tentacled monstrosities.
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*Any source of [[blink]]ing or [[teleport]] can get you free.
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*[[Barachi]]m can hop away, which will always escape constriction.
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*[[Formicid]]'s shaft ability will always escape constriction.
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*[[Zin]]'s Sanctuary ability breaks constriction.
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*[[Ru]]'s Draw Out Power and Power Leap will always escape construction.
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 +
==History==
 +
*In [[0.32]], constriction was reworked. Prior to this version:
 +
**All player sources of constrict dealt less base damage, but monsters would take increased constriction damage over time (from any source, not just players).
 +
**Escape chance for players used a more complex formula, and blinking and related effects did not guarantee escape.
 +
**Escape chance for monsters did not care about HD.
 +
**Constriction applied a -3 EV penalty to players and divided monster EV depending on size.
 +
**Player melee constriction cared about Str.
 +
*Since [[0.18]], to-hit only depends on [[Dexterity]].
 +
*Prior to [[0.12]], the duration modifier to damage was applied to players.
 +
 
 +
==References==
 +
<references/>
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[[Category:Status effects]]

Latest revision as of 04:55, 21 October 2025

Version 0.32: This article may not be up to date for the latest stable release of Crawl.

Constriction is the act of grabbing a target, preventing it from moving away, and crushing it to death over several turns. This lowers the evasion of the target, and prevents them from moving away.

List of constrictors

Monsters

Playable species

Forms

Other Constriction Effects

Initiating Constriction

Melee Constriction

Constriction can occur whenever a constriction-capable character or monster makes a melee attack (not necessarily Unarmed Combat). All the following conditions apply:[1]

  • The attacker is not constricting another creature, unless the attacker is an Octopode. Octopodes are capable of maintaining up to eight at once, but the number is reduced by two per traditional hand occupied (i.e., -2 per one-handed weapon/offhand item, -4 per two-handed weapon).
  • The defender is not constricted or engulfed by another creature.
  • The attacker must be able to see the victim.
  • The attacker is not confused.
  • The size of the attacker is greater than or equal to the size of the defender.
  • The defender is not immune to constriction attacks (see below).
  • The defender must be next to the attacker (weapons of reaching don't allow you to constrict non-adjacent targets).

If all the previous requisites are met, the game rolls the to_hit of the attacker and the evasion/SH of the defender. For the player this is the standard auxiliary attack to_hit. It's calculated as follows:

to_hit = 13 + 0.75 * DEX + 0.3 * Fighting + Slaying bonus + Other bonuses[2]

For the monsters, it's:

to_hit = 18 + 1.5 * HD + Other bonuses (replace 1.5 with 2.5 if the monster is a fighter i.e. naga warriors)

If the attack hits, the constriction starts, though monsters only have a 2/3 chance to apply constriction in melee.

Spell Constriction

For Borgnjor's Vile Clutch, wand of roots, or Grasping Roots, the following apply:

  • The defender is not constricted or engulfed by another creature.
  • The attacker must be able to see the victim.
  • The defender is not immune to constriction attacks.
  • The defender is not over deep water or lava.

These forms of constriction always hit.

Constriction Immunity

The following monsters are immune:[3]

Player sources:[4]

Maintaining Constriction

While the target is constricted, it will take damage each turn, will be unable to move in any direction, and will suffer a -10 evasion penalty. Attempting to move away will constitute an escape attempt, which for players has a 40% chance to succeed the first time. Subsequent escape attempts increase the chance to 75%, then 100%.

Damage Calculations

The amount of damage inflicted every 10 auts is:

 (Base damage) * (0.33 + 0.67 * (XL / 27))
  • Base damage: For players constricting in melee, this is equal to 2d[(110 + (25 * XL)) / 81]. When using Borgnjor's Vile Clutch or a wand of roots, it depends of the power of the cast. For monsters, it is the base damage of that particular attack.
  • Experience level modifier: The third factor means that your damage increases linearly with your experience level. A level 27 character will do thrice as much damage as one at level 1.

This damage is then modified as follows:

  • AC reduction: Unlike most melee attacks, constriction is not reduced by a random number between 0 and AC; the damage reduction is a random number between 0 and 1 + AC / 2. This means that constriction bypasses half of the AC.
  • Time scale: The previous formula calculates how much damage you do every 10 auts. That amount needs to be scaled depending on how many auts you have spent in this turn. For example: if you are attacking with a dagger at minimum delay (5 aut), the previous amount will be multiplied by 5/10 (after AC reduction).

Escaping Constriction

Along with simply succeeding at an escape attempt, there are a number of other methods for breaking free:

  • Killing the constrictor.
  • If the constrictor moves from its current tile, constriction ends (even if the destination is still adjacent to the constricted target).
  • Disabling the constrictor with confusion, paralysis, petrification, fear, unconsciousness, or polymorph immediately breaks constriction.
  • Charming or pacifying through Elyvilon will immediately stop contriction.
  • Becoming immune to constriction will immediately end the status.
    • Storm Form is immune to constriction.
    • Dragon Form is giant size, so it can only be constricted by tentacled monstrosities.
  • Any source of blinking or teleport can get you free.
  • Barachim can hop away, which will always escape constriction.
  • Formicid's shaft ability will always escape constriction.
  • Zin's Sanctuary ability breaks constriction.
  • Ru's Draw Out Power and Power Leap will always escape construction.

History

  • In 0.32, constriction was reworked. Prior to this version:
    • All player sources of constrict dealt less base damage, but monsters would take increased constriction damage over time (from any source, not just players).
    • Escape chance for players used a more complex formula, and blinking and related effects did not guarantee escape.
    • Escape chance for monsters did not care about HD.
    • Constriction applied a -3 EV penalty to players and divided monster EV depending on size.
    • Player melee constriction cared about Str.
  • Since 0.18, to-hit only depends on Dexterity.
  • Prior to 0.12, the duration modifier to damage was applied to players.

References

  1. actor.cc:740 (0.32.1)
  2. fight.cc:73 (0.32.1)
  3. monster.cc:3920 (0.32.1)
  4. player.cc:6974 (0.32.1)