Difference between revisions of "Dodging"

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==History==
 
==History==
 
* Prior to [[0.27]], there was a stepdown on dexterity: if dex >= 24, <code>adj_dex = 14 + 10 * log2(1 + (dex - 14)/10)</code>. This reduced the impact of dexterity at high DEX values. Also, there was a separate stepdown if EV >= 30, documented in [[Dodging#History|Dodging]].
 
* Prior to [[0.27]], there was a stepdown on dexterity: if dex >= 24, <code>adj_dex = 14 + 10 * log2(1 + (dex - 14)/10)</code>. This reduced the impact of dexterity at high DEX values. Also, there was a separate stepdown if EV >= 30, documented in [[Dodging#History|Dodging]].
* Prior to 0.6, characters could only train Dodging when wearing [[light armour]] and would train [[Armour (skill)|Armour]] only when wearing [[heavy armour]].
+
* Prior to [[0.6]], characters could only train Dodging when wearing [[light armour]] and would train [[Armour (skill)|Armour]] only when wearing [[heavy armour]].
  
 
==References==
 
==References==

Revision as of 06:40, 29 June 2023

Version 0.30: This article may not be up to date for the latest stable release of Crawl.
The Dodging skill will affect your chance of dodging an attack, be it melee, ranged or magical. Certain types of attack cannot be dodged, however, such as enchantments (which must be resisted) and explosions.

The Dodging skill determines how well your character can avoid blows, beams and missiles fired by monsters.

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
-3 1 -1 2 -1 -1 1 -1 3 -1 -2 -1 8 0 2 3 1 -3 -2 -2 0 -1 3 1 -2 1 -2

Number crunching

In addition to base EV, (10 + Size), Dodging skill provides an EV bonus calculated as follows:[1]

 (7 + Dodging × Dex) / (20 - size)

The Dodging bonus is penalized by wearing heavy armour. The penalty from armour is:

armor_penalty = unadjusted_armor_encumberance - 3
if armor_penalty < 0:
    modifier = 1
if armor_penalty > 0:
    if armor_penalty >= Str:
        modifier = Str / (armor_penalty * 2)
    if armor_penalty < Str:
        modifier = 1 - armor_penalty / (Str * 2)
final_dodge_bonus = dodge_bonus * modifier

This means that if your strength is less than the encumbrance value of the armor you're using, you will be facing pretty steep dodging penalties... but you'll always be able to gain SOME benefit from increasing your Dodging skill, because the penalties are a percent of the total. And, once Str > Encumbrance - 3, doubling your strength will reduce those penalties by half.

If you are paralysed, your Dodging skill is completely ineffective. The only thing that contributes to EV in this case is the repulsion field mutation.

Tips & Tricks

Adventurers should train first and foremost in order to deliver damage. Since Dodging does not help you in killing your opponents faster and offers slight returns at first, it is perfectly reasonable to turn Dodging off at the start, then turn it back on later on when you feel skilled enough at killing stuff.

See also

History

  • Prior to 0.27, there was a stepdown on dexterity: if dex >= 24, adj_dex = 14 + 10 * log2(1 + (dex - 14)/10). This reduced the impact of dexterity at high DEX values. Also, there was a separate stepdown if EV >= 30, documented in Dodging.
  • Prior to 0.6, characters could only train Dodging when wearing light armour and would train Armour only when wearing heavy armour.

References

  1. player.cc:2118 (0.30.0)
Skills
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