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 | + | 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 | + | 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}} | ||
− | == | + | ==Useful Info== |
− | Unarmed | + | 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. |
− | + | 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. | |
− | + | ||
− | + | * 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). | |
− | + | ||
− | | | + | ===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. | |
− | + | ||
− | + | 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:<ref>{{source ref|0.30.0|melee-attack.cc|1019}}</ref> |
− | + | 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. | |
− | {| 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]] || +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 | ||
|- | |- | ||
− | | | + | |No Form |
+ | |colspan="2"| 3 | ||
+ | |colspan="2"|N/A | ||
+ | |N/A | ||
+ | |N/A | ||
|- | |- | ||
− | | [[ | + | |[[Beast Form|Beast]] |
+ | |colspan="2"| 3 | ||
+ | |0||7 | ||
+ | |N/A | ||
+ | |Extra [[slay]]ing to all melee combat | ||
|- | |- | ||
− | | [[ | + | |[[Flux Form|Flux]] |
+ | |colspan="2"| 3 | ||
+ | |6||13 | ||
+ | |N/A | ||
+ | |×66% melee damage; contaminating melee | ||
|- | |- | ||
− | | [[ | + | |[[Blade talisman|Blade]] |
+ | |14||18 | ||
+ | |10||19 | ||
+ | |0.88 | ||
+ | |Extra offhand punch damage | ||
|- | |- | ||
− | | [[ | + | |[[Maw Form|Maw]] |
+ | |colspan="2"| 5 | ||
+ | |10||19 | ||
+ | |N/A | ||
+ | |Maw [[auxiliary attack]] | ||
|- | |- | ||
− | | [[ | + | |[[Serpent Form|Serpent]] |
+ | |colspan="2"| 10 | ||
+ | |10||19 | ||
+ | |N/A | ||
+ | |Constriction | ||
|- | |- | ||
− | | [[ | + | |[[Dragon Form|Dragon]] |
+ | |24||33 | ||
+ | |16||25 | ||
+ | |1 | ||
+ | |<nowiki>+10 strength</nowiki>; 2 [[auxiliary attacks]] | ||
|- | |- | ||
− | | [[ | + | |[[Statue Form|Statue]] |
+ | |colspan="2"|12 | ||
+ | |10||19 | ||
+ | |N/A | ||
+ | |×150% melee damage; all actions ×150% slower | ||
|- | |- | ||
− | | [[ | + | |[[Storm Form|Storm]] |
+ | |24||30 | ||
+ | |23||27 | ||
+ | |1.5 | ||
+ | |[[Electrocution]] brand; [[cleaving]] | ||
|- | |- | ||
− | | [[ | + | |[[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 || | + | | [[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 [[enchant]]ed and [[brand]]ed. 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== | ==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/> | ||
− | + | {{Skills}} | |
[[Category:Skills]] | [[Category:Skills]] | ||
− | |||
− |
Latest revision as of 05:51, 15 March 2024
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.
- 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 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.
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
- ↑ melee-attack.cc:1019 (0.30.0)
Skills | |
---|---|
Weapons | Short Blades • Long Blades • Ranged Weapons
Axes • Maces & Flails • Polearms • Staves • Unarmed Combat • Throwing |
Physical | Fighting • Armour • Dodging • Stealth • Shields |
Magical | Spellcasting • Invocations • Evocations • Shapeshifting |
Spell Schools | Air • Alchemy • Conjurations • Earth • Fire • Hexes • Ice • Necromancy • Summoning • Translocations |