Difference between revisions of "Unarmed Combat"

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The '''Unarmed Combat''' skill determines the effectiveness of all attacks made with your character's fists (or tentacles in the case of [[octopode]]s). It increases the damage, [[to-hit|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''' ('''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.
  
Your fists do not normally benefit from weapon [[brand]]s and defintely don't have [[artefact]] properties. However, training Unarmed Combat gives a special bonus to base damage (base = 3 + UC) instead of the normal skill bonus. And they are one of the few weapons to hit [[minimum delay]] at the maximum skill level of 27. High level unarmed combat is defintely competitive with weapon-wielding, especially when boosted by [[transformation]]s, though is noticably weaker early on. Also, some species have natural [[aptitude]]s or innate [[mutation]]s that make unarmed combat a much more tempting choice.
+
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.
  
 
{{skill aptitudes}}
 
{{skill aptitudes}}
  
==Attack Delay==
+
==Useful Info==
Unarmed combat starts out at 1.0 attack delay, but requires much more skill to reach the minimum of 0.5 delay. It takes roughly 5.4 skil levels to reduce delay by 0.1, reaching the delay of 0.5 at UC skill 27.
+
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.
  
===Other Factors===
+
However, each level of Unarmed Combat skill gives different benefits than other weapon skills:
Characters in [[bat form]] attack at 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 0.3 [[decaAut]] which you cannot exceed.
 
  
===Final Calculation===
+
* '''Damage:''' Each level of UC adds +1 to base damage, which is then multiplied by [[strength]] and [[Fighting]]. This is instead of the usual +2% per level boost.
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).
 
  
{| border="1" cellspacing="0" align="center"
+
* '''Attack speed:''' Unarmed starts at 1.0 delay, and reaches its mindelay of 0.5 at 27 skill. Therefore, every 5.4 levels of UC reduces attack delay by 0.1 decaAut; each level of UC reduces delay by ~0.0185 decaAut. For comparison, it takes 2 levels of a weapon skill to reduce delay by 0.1 decaAut.
! UC !! Avg delay !! UC !! Avg delay !! UC !! Avg delay
+
: As with weapons, your attack delay will be rounded to an integer [[aut]] (i.e. rounding to 0.1 decaAut) in a weighted fashion.
|-
+
 
| 0 || 1.0 || 10 || 0.81 || 20 || 0.63
+
* Increases [[#Offhand punch|offhand punch]] damage and its chance to activate.
|-
+
 
| 1 ||  0.98 || 11 || 0.80 || 21 || 0.61
+
The [[to-hit]] boost is the same as other weapon skills (+0.5 to-hit per level).
|-
+
 
| 2 ||  0.96 || 12 || 0.78 || 22 || 0.59
+
===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 [[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.
| 3 ||  0.95 || 13 || 0.76 || 23 || 0.57
+
 
|-
+
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.
| 4 ||  0.92 || 14 || 0.74 || 24 || 0.56
+
 
|-
+
Offhand punch damage equals:<ref>{{source ref|0.30.0|melee-attack.cc|1019}}</ref>
| 5 ||  0.91 || 15 || 0.72 || 25 || 0.54
+
5 + (UC / 2)
|-
+
  + 1d3 × [[Claws]] rank
| 6 ||  0.89 || 16 || 0.7 || 26 || 0.52
+
+ 6 under [[Blade Form]]
|-
 
| 7 ||  0.87 || 17 || 0.68 || 27 || 0.5
 
|-
 
| 8 ||  0.85 || 18 || 0.67 ||    ||
 
|-
 
| 9 || 0.83 || 19 || 0.65 ||    ||
 
|-
 
|}
 
  
==Base Damage==
+
==Damage Modifiers==
The base damage of your primary unarmed combat attack is determined through the following factors:
+
Unarmed Combat's base damage is modified by most [[transformations]], as well as the [[Claws]] mutation. In addition, many transformations have other special effects.
  
{| class="prettytable" style="border:none; margin:0; padding:0;"
+
'''General Modifiers'''
 +
{| class="prettytable" style="border:none; text-align: center; margin:0; padding:0;"
 
! Condition || Damage || Special
 
! Condition || Damage || Special
 
|-
 
|-
| Base damage || 3 || -
+
| Base damage || 3 || N/A
|-
 
| [[Claws]] [[mutation]] || +2 × Claws ranks || Wearing [[gloves]] negates this
 
|-
 
| [[Ghoul]] || 5 || Negated by gloves
 
 
|-
 
|-
 +
| [[Claws]] || +2 × level || Wearing [[gloves]] negates this<br>[[Ghoul]]: Claws 1, [[Troll]]: Claws 3
 +
|-
 
| [[Felid]] || 5 || Works well for [[stab]]bing
 
| [[Felid]] || 5 || Works well for [[stab]]bing
 +
|}
 +
 +
 +
'''[[Talisman]] Forms:'''
 +
{| class="prettytable" style="border:none; text-align: center; margin:0; padding:0;"
 +
! Form || Min Dmg || Max Dmg || Min Skill || Max Skill || Dmg/level || Special
 
|-
 
|-
| [[Troll]] || 9 || -
+
|No Form
 +
|colspan="2"| 3
 +
|colspan="2"|N/A
 +
|N/A
 +
|N/A
 
|-
 
|-
| [[Spider Form]] || 5 || [[Venom]]
+
|[[Beast Form|Beast]]
 +
|colspan="2"| 3
 +
|0||7
 +
|N/A
 +
|Extra [[slay]]ing to all melee combat
 
|-
 
|-
| [[Lich Form]] || 5 || [[Draining (brand)|Draining]]
+
|[[Flux Form|Flux]]
 +
|colspan="2"| 3
 +
|6||13
 +
|N/A
 +
|×66% melee damage; contaminating melee
 
|-
 
|-
| [[Tree Form]] || 12 || -
+
|[[Blade talisman|Blade]]
 +
|14||18
 +
|10||19
 +
|0.88
 +
|Extra offhand punch damage
 
|-
 
|-
| [[Ice Form]] || 12 || [[Freezing]]
+
|[[Maw Form|Maw]]
 +
|colspan="2"| 5
 +
|10||19
 +
|N/A
 +
|Maw [[auxiliary attack]]
 
|-
 
|-
| [[Statue Form]] || 12 || -
+
|[[Serpent Form|Serpent]]
 +
|colspan="2"| 10
 +
|10||19
 +
|N/A
 +
|Constriction
 
|-
 
|-
| [[Blade Hands]] || 22 || -
+
|[[Dragon Form|Dragon]]
 +
|24||33
 +
|16||25
 +
|1
 +
|<nowiki>+10 strength</nowiki>; 2 [[auxiliary attacks]]
 
|-
 
|-
| [[Storm Form]] || 2 + spell power/3 || [[Cleaving]], [[Electrocution]]
+
|[[Statue Form|Statue]]
 +
|colspan="2"|12
 +
|10||19
 +
|N/A
 +
|×150% melee damage; all actions ×150% slower
 
|-
 
|-
| [[Dragon Form]] || 38 || -
+
|[[Storm Form|Storm]]
 +
|24||30
 +
|23||27
 +
|1.5
 +
|[[Electrocution]] brand; [[cleaving]]
 
|-
 
|-
| [[Pig Form]] || 1 || -
+
|[[Death Form|Death]]
 +
|colspan="2"|9
 +
|23||27
 +
|N/A
 +
|Melee inflicts [[drain]], [[slow]], [[weak]]
 +
|}
 +
*"Min dmg" and "Max dmg" refer to damage at the form's designated minimum and maximum [[Shapeshifting]] skill, respectively. If you are below minimum, the damage can decrease.
 +
 
 +
 
 +
'''[[Bad Form|Other Forms]]'''
 +
{| class="prettytable" style="border:none; text-align: center; margin:0; padding:0;"
 +
! Form || Damage || Special
 
|-
 
|-
| [[Bat Form]] || 1 || 60% Attack Delay
+
| [[Bat Form]] || 1 || N/A
 +
|-
 +
| [[Fungus Form]] || 12 || [[Confusion]]
 
|-
 
|-
| [[Vampire]] Bat Form || 2 || 60% Attack delay
+
| [[Pig Form]] || 1 || For damage, skill has 1/5 impact
 
|-
 
|-
| [[Wisp Form]] || 5 || Effectiveness based on [[XL]] instead of Unarmed Combat
+
| [[Tree Form]] || 12 || N/A
 
|-
 
|-
| [[Fungus Form]] || 12 || [[Confusion]]
+
| [[Wisp Form]] || 5 || Uses (XL/2) for dmg instead of UC skill
 
|}
 
|}
  
Your base damage is then increased by 1 for each skill level you have in unarmed combat (though this bonus is divided by 5 when in Bat or Pig Form). This base damage is then further modified by your [[strength]], [[fighting]] skill, and other factors.
+
==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.
  
===Off-hand punch===
+
The skill scaling of Unarmed Combat should be put into perspective. At 16 skill:
Offhand punches are significantly less powerful, using the following calculation:
+
*Unarmed Combat deals 19 base damage, and attacks at 0.7 delay.
 +
*A [[morningstar]] deals 17 damage (after M&F skill), and attacks at 0.7 delay. However, 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 that's 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. Other species are unable to use the off-hand punch unless their off-hand is empty, which means not wearing a [[shield]] or wielding a [[handedness|two-handed weapon]].
+
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]] has 24 + UC base damage, assuming 16 [[Shapeshifting]] skill. Even at 5 UC skill, that's enough 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 armour. Also, trolls' claws could inflict the now-removed [[bleeding]] status.
+
*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.
 +
 
 +
==References==
 +
<references/>
  
*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.
+
{{Skills}}
  
 
[[Category:Skills]]
 
[[Category:Skills]]
 
{{Skills}}
 

Latest revision as of 05:51, 15 March 2024

Version 0.31: 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 Gh Gn Hu Ko Mf Mi MD Mu Na Op On Sp Te Tr Vp VS
-1 1 -1 -2 -1 -1 0 0 0 0 0 1 8 0 0 1 1 0 -2 0 0 -1 -2 1 0 1 0

Useful Info

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.

However, each level of Unarmed Combat skill 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. This is 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. Therefore, every 5.4 levels of UC reduces attack delay by 0.1 decaAut; each level of UC reduces delay by ~0.0185 decaAut. For comparison, it takes 2 levels of a weapon skill to reduce delay by 0.1 decaAut.
As with weapons, your attack delay will be rounded to an integer aut (i.e. rounding to 0.1 decaAut) in a weighted fashion.

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
Ghoul: Claws 1, Troll: Claws 3
Felid 5 Works well for stabbing


Talisman Forms:

Form Min Dmg Max Dmg Min Skill Max Skill Dmg/level Special
No Form 3 N/A N/A N/A
Beast 3 0 7 N/A Extra slaying to all melee combat
Flux 3 6 13 N/A ×66% melee damage; contaminating melee
Blade 14 18 10 19 0.88 Extra offhand punch damage
Maw 5 10 19 N/A Maw auxiliary attack
Serpent 10 10 19 N/A Constriction
Dragon 24 33 16 25 1 +10 strength; 2 auxiliary attacks
Statue 12 10 19 N/A ×150% melee damage; all actions ×150% slower
Storm 24 30 23 27 1.5 Electrocution brand; cleaving
Death 9 23 27 N/A Melee inflicts drain, slow, weak
  • "Min dmg" and "Max dmg" refer to damage at the form's designated minimum and maximum Shapeshifting skill, respectively. If you are below minimum, the damage can decrease.


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 at 0.7 delay.
  • A morningstar deals 17 damage (after M&F skill), and attacks at 0.7 delay. However, 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 that's 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 has 24 + UC base damage, assuming 16 Shapeshifting skill. Even at 5 UC skill, that's enough 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 AirAlchemyConjurationsEarthFireHexesIceNecromancySummoningTranslocations