Difference between revisions of "Unarmed Combat"
m (→Base Damage) |
|||
Line 1: | Line 1: | ||
{{version029}} | {{version029}} | ||
__NOTOC__ | __NOTOC__ | ||
− | The '''Unarmed Combat''' skill determines the effectiveness of all attacks made with your character's fists | + | The '''Unarmed Combat''' skill determines the effectiveness of all attacks made with your character's fists, [[claws]], [[Octopode|tentacles]], and other appendages. 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. |
− | 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 or [[enchant]]ment 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. |
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. | 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. | ||
Line 67: | Line 67: | ||
| [[Blade Hands]] || 22 || - | | [[Blade Hands]] || 22 || - | ||
|- | |- | ||
− | | [[Storm Form]] || 2 + spell power/3 || [[Cleaving]], [[Electrocution]] | + | | [[Storm Form]] || 2 + [[spellpower|spell power]]/3 || [[Cleaving]], [[Electrocution]] |
|- | |- | ||
| [[Dragon Form]] || 38 || Damage once [[Claws]] is accounted for | | [[Dragon Form]] || 38 || Damage once [[Claws]] is accounted for | ||
Line 84: | Line 84: | ||
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. | 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. | ||
− | === | + | ===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]]. [[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 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. | ||
+ | |||
Offhand punches are significantly less powerful, using the following calculation: | Offhand punches are significantly less powerful, using the following calculation: | ||
Line 92: | Line 96: | ||
| Offhand Punch || 5 + (UC / 3) + (1d3 × Claws ranks) + (6 if Blade Hands) | | Offhand Punch || 5 + (UC / 3) + (1d3 × Claws ranks) + (6 if Blade Hands) | ||
|} | |} | ||
− | |||
− | |||
− | |||
− | |||
==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 0.17, unarmed combat attack delay was penalized by armour. Also, trolls' claws could inflict the now-removed [[bleeding]] status. | ||
− | |||
*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. | *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. | ||
Revision as of 04:07, 11 October 2022
The Unarmed Combat skill determines the effectiveness of all attacks made with your character's fists, claws, tentacles, and other appendages. 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 or enchantment and defintely don't have artefact properties. However, training Unarmed Combat gives a special bonus to base damage (see 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.
High level unarmed combat is defintely competitive with weapon-wielding, especially when boosted by transformations, though is noticeably weaker early on. Also, some species have natural aptitudes or innate mutations that make unarmed combat a much more tempting choice.
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 |
Attack Delay
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
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
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).
UC | Avg delay | UC | Avg delay | UC | Avg delay |
---|---|---|---|---|---|
0 | 1.0 | 10 | 0.81 | 20 | 0.63 |
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 |
Base Damage
The base damage of your primary unarmed combat attack is determined through the following factors:
Condition | Damage | Special |
---|---|---|
Base damage | 3 | - |
Claws mutation | +2 × Claws ranks | Wearing gloves negates this Ghoul: Claws 1, Troll: Claws 3 |
Felid | 5 | Works well for stabbing |
Spider Form | 5 | Venom |
Lich Form | 5 | Draining |
Tree Form | 12 | - |
Ice Form | 12 | Freezing |
Statue Form | 12 | All melee damage further multiplied by 150% |
Blade Hands | 22 | - |
Storm Form | 2 + spell power/3 | Cleaving, Electrocution |
Dragon Form | 38 | Damage once Claws is accounted for |
Pig Form | 1 | Reduced damage from UC skill |
Bat Form | 1 | 60% Attack Delay, reduced damage from UC skill |
Vampire Bat Form | 2 | 60% Attack delay, reduced damage from UC skill |
Wisp Form | 5 | Effectiveness based on XL instead of Unarmed Combat |
Fungus Form | 12 | Confusion |
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.
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. 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 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.
Offhand punches are significantly less powerful, using the following calculation:
Condition | Damage |
---|---|
Offhand Punch | 5 + (UC / 3) + (1d3 × Claws ranks) + (6 if Blade Hands) |
History
- Prior to 0.17, unarmed combat attack delay was penalized by armour. Also, trolls' claws could inflict the now-removed bleeding status.
- 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 | |
---|---|
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 |