Difference between revisions of "Dexterity"

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'''Dexterity''' (or DEX) is one of a character's three main [[attributes]], along with [[strength]] and [[intelligence]]. It is important if you want to have high evasion.
 
'''Dexterity''' (or DEX) is one of a character's three main [[attributes]], along with [[strength]] and [[intelligence]]. It is important if you want to have high evasion.
  
 
Dexterity affects the following:
 
Dexterity affects the following:
*Very slightly increases accuracy and damage done in combat (light weapons with a low [[strength weight]] benefit slightly more). Also decreases [[attack delay]] for launchers.
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*Increases damage of certain weapons ([[Short Blades]], [[Long Blades]], [[Ranged Weapons]]).
 
*Increases the effect of [[Dodging]] skill on evasion.
 
*Increases the effect of [[Dodging]] skill on evasion.
*Slightly increases stealth (3 per point - for comparison, boots of stealth give 50).
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*Increases the chances to [[stab]] monsters.
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*Slightly increases your [[SH]] bonus with [[shields]].
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*Slightly increases [[stealth]].
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*Very slightly increases [[to-hit|accuracy]] in combat.
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Dexterity is a generally useful defensive stat, though strength is often more impactful for heavy armour characters, and intelligence for dedicated spellcasters.
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If your dexterity is ever reduced to 0 or lower, you will suffer [[stat zero]].
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==Useful Info==
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In detail, dexterity does the following:
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* Weapon damage: +2.5% damage per point, where 100% damage = 10 DEX.
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* Dodging: Dodging skill gives a bonus of <code>0.8 * DEX * Dodging / (20 - size)</code> EV, i.e. dexterity acts as a multiplier.
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* Stabbing: The chance to make a low-tier stab is increased by +(DEX)%.
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* Stealth: +3 to stealth score per point. For reference, boots of [[Ego#Stealth|stealth]] give +50.
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* Shields: Bonus of <code>DEX * 38 * (base_SH + 13) / 5200</code> SH. Roughly equal to (7.3% of base SH) + 0.95 SH every 10 points.
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* Accuracy: +0.5 [[to-hit]] per point.
  
If you are casting spells, intelligence is nearly always better than dexterity, but dexterity is still much better than strength for most characters.
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Unlike strength and intelligence, dexterity has no diminishing return - every point of DEX gives the same benefit. Also, the effect of dexterity scales with your [[Dodging]] skill. At 5 Dodging skill, you might get 5 DEX = 0.2 EV; at 25 skill, that increases to 1 DEX = 1 EV.
  
If your dexterity is ever reduced to 0 or lower, you will eventually suffer [[stat death]].
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==History==
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*Prior to [[0.29]], Short Blades, Long Blades, and [[ranged weapons]] scaled with strength instead of dexterity.
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*Prior to [[0.28]], dexterity increased the chance of doing [[auxiliary attack]]s, and DEX was not the sole stat to increase [[SH]] with [[shield]]s.
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*Prior to [[0.27]], dexterity had a stepdown; DEX values above 24 were less effective at raising EV. In addition, EV had another stepdown; getting EV values above 30 was more difficult. See [[Dodging#History|Dodging]] and [[Evasion#History|Evasion]] for more details.
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*Prior to [[0.18]], each weapon type had a strength weight that determined how much dexterity contributed to damage and accuracy. Now dexterity increases accuracy equally for all weapons, and does not affect damage.
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*Prior to [[0.17]], Dexterity affected the chance of [[door]]s [[noise|creaking]].
  
 
[[Category:Stats]]
 
[[Category:Stats]]

Latest revision as of 17:31, 2 October 2023

Version 0.30: This article may not be up to date for the latest stable release of Crawl.

Dexterity (or DEX) is one of a character's three main attributes, along with strength and intelligence. It is important if you want to have high evasion.

Dexterity affects the following:

Dexterity is a generally useful defensive stat, though strength is often more impactful for heavy armour characters, and intelligence for dedicated spellcasters.

If your dexterity is ever reduced to 0 or lower, you will suffer stat zero.

Useful Info

In detail, dexterity does the following:

  • Weapon damage: +2.5% damage per point, where 100% damage = 10 DEX.
  • Dodging: Dodging skill gives a bonus of 0.8 * DEX * Dodging / (20 - size) EV, i.e. dexterity acts as a multiplier.
  • Stabbing: The chance to make a low-tier stab is increased by +(DEX)%.
  • Stealth: +3 to stealth score per point. For reference, boots of stealth give +50.
  • Shields: Bonus of DEX * 38 * (base_SH + 13) / 5200 SH. Roughly equal to (7.3% of base SH) + 0.95 SH every 10 points.
  • Accuracy: +0.5 to-hit per point.

Unlike strength and intelligence, dexterity has no diminishing return - every point of DEX gives the same benefit. Also, the effect of dexterity scales with your Dodging skill. At 5 Dodging skill, you might get 5 DEX = 0.2 EV; at 25 skill, that increases to 1 DEX = 1 EV.

History

  • Prior to 0.29, Short Blades, Long Blades, and ranged weapons scaled with strength instead of dexterity.
  • Prior to 0.28, dexterity increased the chance of doing auxiliary attacks, and DEX was not the sole stat to increase SH with shields.
  • Prior to 0.27, dexterity had a stepdown; DEX values above 24 were less effective at raising EV. In addition, EV had another stepdown; getting EV values above 30 was more difficult. See Dodging and Evasion for more details.
  • Prior to 0.18, each weapon type had a strength weight that determined how much dexterity contributed to damage and accuracy. Now dexterity increases accuracy equally for all weapons, and does not affect damage.
  • Prior to 0.17, Dexterity affected the chance of doors creaking.