Difference between revisions of "Unarmed Combat"

From CrawlWiki
Jump to: navigation, search
m (Base Damage)
m
 
(30 intermediate revisions by 3 users not shown)
Line 1: Line 1:
{{version029}}
+
{{version031}}
 
__NOTOC__
 
__NOTOC__
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 (see [[Unarmed Combat#Base Damage|Base Damage]]) 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.  
+
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.
  
High level unarmed combat is defintely competitive with weapon-wielding, especially when boosted by [[transformation]]s, though is noticeably weaker early on. Also, some species have natural [[aptitude]]s or innate [[mutation]]s that make unarmed combat a much more tempting choice.
+
{{skill aptitudes}}
  
{{skill aptitudes}}
+
==Useful Info==
 +
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.
  
==Attack Delay==
+
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.
Unarmed combat starts out at 1.0 [[decaAut]] attack delay, but requires much more skill to improve. You reach the minimum delay of 0.5 at Unarmed Combat 27 skill; or roughly 5.4 skill levels to reduce delay by 0.1.
 
  
===Other Factors===
+
Offhand punch damage equals:<ref>{{source ref|0.30.0|melee-attack.cc|1019}}</ref>
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.
+
5 + (UC / 2)
 +
+ 1d3 × [[Claws]] rank
 +
+ 6 under [[Blade Form]]
  
===Final Calculation===
+
==Damage Modifiers==
Finally, your attack delay is rounded to the nearest aut (tenth of a decaAut). If your calculated speed is a fraction of an aut, 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).
+
Unarmed Combat's base damage is modified by most [[transformations]], as well as the [[Claws]] mutation. In addition, many transformations have other special effects.
  
{| border="1" cellspacing="0" align="center"
+
'''General Modifiers'''
! UC !! Avg delay !! UC !! Avg delay !! UC !! Avg delay
+
{| class="prettytable" style="border:none; text-align: center; margin:0; padding:0;"
 +
! Condition || Damage || Special
 
|-
 
|-
| 0 || 1.0 || 10 || 0.81 || 20 || 0.63
+
| Base damage || 3 || N/A
|-
 
| 1 ||  0.98 || 11 || 0.80 || 21 || 0.61
 
|-
 
| 2 ||  0.96 || 12 || 0.78 || 22 || 0.59
 
|-
 
| 3 || 0.95 || 13 || 0.76 || 23 || 0.57
 
|-
 
| 4 ||  0.92 || 14 || 0.74 || 24 || 0.56
 
|-
 
| 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 ||    ||
 
 
|-
 
|-
 +
| [[Claws]] || +2 × level || Wearing [[gloves]] negates this<br>[[Ghoul]]: 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;"
+
'''[[Talisman]] Forms:'''
! Condition || Damage || Special
+
{| class="prettytable" style="border:none; text-align: center; margin:0; padding:0;"
 +
! Form || Min Dmg || Max Dmg || Min Skill || Max Skill || Dmg/level || Special
 
|-
 
|-
| Base damage || 3 || -
+
|No Form
 +
|colspan="2"| 3
 +
|colspan="2"|N/A
 +
|N/A
 +
|N/A
 
|-
 
|-
| [[Claws]] [[mutation]] || +2 × Claws ranks || Wearing [[gloves]] negates this<br>[[Ghoul]]: Claws 1, [[Troll]]: Claws 3
+
|[[Beast Form|Beast]]
 +
|colspan="2"| 3
 +
|0||7
 +
|N/A
 +
|Extra [[slay]]ing to all melee combat
 
|-
 
|-
| [[Felid]] || 5 || Works well for [[stab]]bing
+
|[[Flux Form|Flux]]
 +
|colspan="2"| 3
 +
|6||13
 +
|N/A
 +
|×66% melee damage; contaminating melee
 
|-
 
|-
| [[Spider Form]] || 5 || [[Venom]]
+
|[[Blade talisman|Blade]]
 +
|14||18
 +
|10||19
 +
|0.88
 +
|Extra offhand punch damage
 
|-
 
|-
| [[Lich Form]] || 5 || [[Draining (brand)|Draining]]
+
|[[Maw Form|Maw]]
 +
|colspan="2"| 5
 +
|10||19
 +
|N/A
 +
|Maw [[auxiliary attack]]
 
|-
 
|-
| [[Tree Form]] || 12 || -
+
|[[Serpent Form|Serpent]]
 +
|colspan="2"| 10
 +
|10||19
 +
|N/A
 +
|Constriction
 
|-
 
|-
| [[Ice Form]] || 12 || [[Freezing]]
+
|[[Dragon Form|Dragon]]
 +
|24||33
 +
|16||25
 +
|1
 +
|<nowiki>+10 strength</nowiki>; 2 [[auxiliary attacks]]
 
|-
 
|-
| [[Statue Form]] || 12 || All melee damage further multiplied by 150%
+
|[[Statue Form|Statue]]
 +
|colspan="2"|12
 +
|10||19
 +
|N/A
 +
|×150% melee damage; all actions ×150% slower
 
|-
 
|-
| [[Blade Hands]] || 22 || -
+
|[[Storm Form|Storm]]
 +
|24||30
 +
|23||27
 +
|1.5
 +
|[[Electrocution]] brand; [[cleaving]]
 
|-
 
|-
| [[Storm Form]] || 2 + spell power/3 || [[Cleaving]], [[Electrocution]]
+
|[[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
 
|-
 
|-
| [[Dragon Form]] || 38 || Damage once [[Claws]] is accounted for
+
| [[Bat Form]] || 1 || N/A
|-
+
|-  
| [[Pig Form]] || 1 || Reduced damage from UC skill
+
| [[Fungus Form]] || 12 || [[Confusion]]
|-
 
| [[Bat Form]] || 1 || 60% Attack Delay, reduced damage from UC skill
 
 
|-
 
|-
| [[Vampire]] Bat Form || 2 || 60% Attack delay, reduced damage from UC skill
+
| [[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 in Unarmed Combat. In Bat Form or Pig Form, damage from skill is divided by 5. This base damage is then further modified by your [[strength]], [[fighting]] skill, and other factors. The normal weapon skill bonus does not apply.
+
==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
 
|-
 
| Offhand Punch || 5 + (UC / 3) + (1d3 × Claws ranks) + (6 if Blade Hands)
 
|}
 
  
Most species are unable to use the off-hand punch unless their offhand is empty, which means not wearing a [[shield]] or wielding a [[handedness|two-handed weapon]]. Octopodes get tentacle slaps instead of offhand punches, and may slap even when their offhand is occupied.
+
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.
  
If offhand punches/slaps are available, then increasing Unarmed skill increases the chance of an attack. At 0 skill, you have a 5% chance to pass 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.
+
==History==
 +
*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.
  
==History==
+
==References==
*Prior to 0.17, unarmed combat attack delay was penalized by armour. Also, trolls' claws could inflict the now-removed [[bleeding]] status.
+
<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