Difference between revisions of "Heavy"

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'''Heavy''' weapons have +80% base damage and +50% to final attack delay. This results in an average of +20% physical damage. Compared to brands like [[flaming]] and [[freezing]], heavy weapons are reduced less by [[AC]], but receive less benefit from [[slaying]] and will activate less [[auxiliary attack]]s.  
 
'''Heavy''' weapons have +80% base damage and +50% to final attack delay. This results in an average of +20% physical damage. Compared to brands like [[flaming]] and [[freezing]], heavy weapons are reduced less by [[AC]], but receive less benefit from [[slaying]] and will activate less [[auxiliary attack]]s.  
  
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==Strategy==
 
==Strategy==
Heavy offers a slightly weaker damage boost than [[flaming]] or [[freezing]], but has the benefit of being irresistible. In addition, heavy is less impacted by AC, slaying, and enchantment. Heavy has a clear superiority when fighting against high AC enemies. In an average situation, heavy is a competitive brand with flaming or freezing.
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Heavy offers a slightly weaker damage boost than [[flaming]] or [[freezing]], but has the benefit of being irresistible. In addition, heavy is less impacted by AC, slaying, and enchantment. In an average situation, heavy is a competitive brand with flaming or freezing. It has a clear superiority when fighting against high AC enemies.  
  
 
However, heavy can be a ''very'' risky brand, as it prevents you from reaching ≤ 1.0 attack delay. Most weapons have a [[minimum delay]] of 0.7. A weapon with delay of 0.7 would now have a delay of 1.05 [[decaAut]]. This represents a 5% chance of a regular speed enemy getting a double-turn of attacks.
 
However, heavy can be a ''very'' risky brand, as it prevents you from reaching ≤ 1.0 attack delay. Most weapons have a [[minimum delay]] of 0.7. A weapon with delay of 0.7 would now have a delay of 1.05 [[decaAut]]. This represents a 5% chance of a regular speed enemy getting a double-turn of attacks.
  
With 2 turns, a [[deep elf annihilator]] can hit you with 2 [[crystal spear]]s for a maximum of 204 damage, enough to instantly kill most characters for most parts of the game. The chance to maxroll an attack is minuscule (0.002% to maxroll 1 crystal spear, before [[AC]] / [[EV]] / [[SH]]). But enemies do not need to do ''maximum'' damage to be scary. And it's important to remember that most dangerous situations in ''Crawl'' involve more than 1 monster. When multiple monsters get a double-turn on you, things can go sour very quickly. So even if they don't do max damage, a few high damage attacks can end your run, or at least force you to use [[scroll]]s or [[potion]]s.
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With 2 turns, a [[deep elf annihilator]] can hit you with 2 [[crystal spear]]s for a maximum of 204 damage, enough to instantly kill most characters for most parts of the game. While chance to maxroll an attack is minuscule (0.002% to maxroll 1 crystal spear, before [[AC]] / [[EV]] / [[SH]]), enemies do not need to do ''maximum'' damage to be scary. And it's important to remember that most dangerous situations in ''Crawl'' involve more than 1 monster. When multiple monsters get a double-turn on you, things can go sour very quickly. So even if they don't do max damage, a few high damage attacks can end your run, or at least force you to use [[scroll]]s or [[potion]]s.
  
 
Weapons that have a minimum delay below 0.7, like [[demon blade]]s, [[demon trident]]s, and all [[Short Blades]], can reach a post-heavy mindelay below 1.0. Therefore, the dangers of heavy are mostly negated. Watch out for [[shield]]s, which can bring delay back up beyond 1.0. You will also need to train skill until you get below the 1.0 delay threshold.
 
Weapons that have a minimum delay below 0.7, like [[demon blade]]s, [[demon trident]]s, and all [[Short Blades]], can reach a post-heavy mindelay below 1.0. Therefore, the dangers of heavy are mostly negated. Watch out for [[shield]]s, which can bring delay back up beyond 1.0. You will also need to train skill until you get below the 1.0 delay threshold.
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==History==
 
==History==
*In [[0.30]], this weapon brand will replace the [[vorpal]] brand.
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*In [[0.30]], this weapon brand was introduced. It replaced the [[vorpal]] brand.
  
 
{{brands}}
 
{{brands}}
 
[[Category:Brands]]
 
[[Category:Brands]]
[[Category:Crystal Ball Articles]]
 

Revision as of 01:28, 5 May 2023

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

Heavy weapons have +80% base damage and +50% to final attack delay. This results in an average of +20% physical damage. Compared to brands like flaming and freezing, heavy weapons are reduced less by AC, but receive less benefit from slaying and will activate less auxiliary attacks.

Both melee and ranged weapons can be heavy.

Strategy

Heavy offers a slightly weaker damage boost than flaming or freezing, but has the benefit of being irresistible. In addition, heavy is less impacted by AC, slaying, and enchantment. In an average situation, heavy is a competitive brand with flaming or freezing. It has a clear superiority when fighting against high AC enemies.

However, heavy can be a very risky brand, as it prevents you from reaching ≤ 1.0 attack delay. Most weapons have a minimum delay of 0.7. A weapon with delay of 0.7 would now have a delay of 1.05 decaAut. This represents a 5% chance of a regular speed enemy getting a double-turn of attacks.

With 2 turns, a deep elf annihilator can hit you with 2 crystal spears for a maximum of 204 damage, enough to instantly kill most characters for most parts of the game. While chance to maxroll an attack is minuscule (0.002% to maxroll 1 crystal spear, before AC / EV / SH), enemies do not need to do maximum damage to be scary. And it's important to remember that most dangerous situations in Crawl involve more than 1 monster. When multiple monsters get a double-turn on you, things can go sour very quickly. So even if they don't do max damage, a few high damage attacks can end your run, or at least force you to use scrolls or potions.

Weapons that have a minimum delay below 0.7, like demon blades, demon tridents, and all Short Blades, can reach a post-heavy mindelay below 1.0. Therefore, the dangers of heavy are mostly negated. Watch out for shields, which can bring delay back up beyond 1.0. You will also need to train skill until you get below the 1.0 delay threshold.

Tips & Tricks

  • Slow actions can be useful in a turn count speedrun. Each attack takes 1 turn, regardless of how long the swing was. If a regular weapon would take 3 turns to kill an enemy, a heavy weapon would take 2.
In addition, swinging an untrained heavy weapon is a better way to skip time than bread swinging. For example, swinging a scroll takes 1.5 decaauts, but it takes 2.1 decaauts to swing a heavy flail when you have 0 Maces & Flails skill.

History

  • In 0.30, this weapon brand was introduced. It replaced the vorpal brand.
Brands
Melee weapons AntimagicChaosDistortionDrainingElectrocutionFlamingFreezingHeavyHoly wrathPainProtectionReachingSpectralSpeedVampiricVenom
DisruptionDragon slayingReapingSilver
Launchers AntimagicDrainingElectrocutionFlamingFreezingHeavyPenetrationSpeed
Throwing weapons AtropaCurareDaturaDispersalPoisonedSilver