Difference between revisions of "Stabbing"

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m (Formula: i forgot that stepdown function was log2(1 + value/step). also, since the multiplier never caps, there isn't a max value)
m (re-add 35 and 70, which were correct (they aren't not max values, but they are breakpoints))
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**The base value equals <code>DEX/10 × (1 + (weapon + stealth)/2)</code>, then doubled if using a dagger. If this is above 10, it is modified by <code>10 * log2(1 + base/10)</code>, with a hard max. of 30 at this point.
 
**The base value equals <code>DEX/10 × (1 + (weapon + stealth)/2)</code>, then doubled if using a dagger. If this is above 10, it is modified by <code>10 * log2(1 + base/10)</code>, with a hard max. of 30 at this point.
 
**''Then'', this bonus is multiplied by <code>1 + (weapon + stealth)/20</code> if high-tier, and <code>1 + (weapon + stealth)/80</code> if low-tier.
 
**''Then'', this bonus is multiplied by <code>1 + (weapon + stealth)/20</code> if high-tier, and <code>1 + (weapon + stealth)/80</code> if low-tier.
 +
**There is a breakpoint: base value > 35 for daggers, base value > 70 for other Short Blades. Beyond it, the base value is maxed, but the value multiplier is still increased by skill.
 
*All stabs then have a multiplier to damage, depending on stab tier, skill, and if you're using Short Blades. This multiplier does not account for [[brand]] or enemy [[AC]], but does account for [[slaying]], [[Fighting]], etc. See below.
 
*All stabs then have a multiplier to damage, depending on stab tier, skill, and if you're using Short Blades. This multiplier does not account for [[brand]] or enemy [[AC]], but does account for [[slaying]], [[Fighting]], etc. See below.
 
*Then, all stabs get ''another'' flat bonus, equal to <code>1d<(weapon_skill + stealth_skill)/2></code>, divided by 4 if it is a low-tier stab.
 
*Then, all stabs get ''another'' flat bonus, equal to <code>1d<(weapon_skill + stealth_skill)/2></code>, divided by 4 if it is a low-tier stab.

Revision as of 07:48, 22 September 2023

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

This article is about stabbing attacks. For the removed potion, see potion of stabbing.

Stabbing can occur any time you deliver a melee attack to an enemy that is distracted, asleep, or otherwise unable to defend itself properly. These attacks deal significantly more damage, ignoring EV and SH. For a dedicated character, stabs can end combat in a single blow.

Stabbing Odds

Your chance of delivering a stab attack varies based on your Stealth skill, your skill with the weapon you are currently wielding, your dexterity, and the status effects the enemy is suffering from:

High-tier stabs
You are guaranteed to stab an opponent under these conditions:

Low-tier stabs
You have a 1 + dex + (Stealth + Wpn_skill)/2 % chance to stab under these conditions:

You cannot make stab attacks while confused, at zero dexterity, or if your target is invisible (and you cannot see invisible). The Shining One considers stabbing foes dishonorable, and prevents its followers from doing so.

50% of stabbing attempts with the Spriggan's Knife are treated as if the target is sleeping.

Players cannot be stabbed. A sleeping player will take bonus damage in melee, but this is a separate effect exclusive to the sleep status.

Stabbing Damage

The additional damage from a stab attempt varies based on the target's status effect, the weapon you make the attack with, your skill with the weapon, and your Stealth skill. The stab tier and your weapon are the largest factors.

Tiers:

  • Stabbing attacks against creatures that are sleeping, paralyzed, or petrified are high-tier stabs.
  • All other stabbing attacks are low-tier.

Weapons:
Short Blades are the most effective weapon for stabbing. Felid claws, or any melee attack when wearing the hood of the Assassin, are considered equivalent to Short Blades for purposes of stabbing damage. All other stabs are identical.

Formula

There are three sources of damage, listed in order of operation:[1]

  • Short Blades (and equivalent) have an innate source of flat damage, where daggers have an additional boost.
    • The base value equals DEX/10 × (1 + (weapon + stealth)/2), then doubled if using a dagger. If this is above 10, it is modified by 10 * log2(1 + base/10), with a hard max. of 30 at this point.
    • Then, this bonus is multiplied by 1 + (weapon + stealth)/20 if high-tier, and 1 + (weapon + stealth)/80 if low-tier.
    • There is a breakpoint: base value > 35 for daggers, base value > 70 for other Short Blades. Beyond it, the base value is maxed, but the value multiplier is still increased by skill.
  • All stabs then have a multiplier to damage, depending on stab tier, skill, and if you're using Short Blades. This multiplier does not account for brand or enemy AC, but does account for slaying, Fighting, etc. See below.
  • Then, all stabs get another flat bonus, equal to 1d<(weapon_skill + stealth_skill)/2>, divided by 4 if it is a low-tier stab.

For weapon = weapon skill, and stealth = Stealth skill (not stealth score).

The table below details the damage multiplier from your skills, tier, and weapon type:

Stealth/Weapon skill average Short Blades Others
High-Tier Low-Tier High-Tier Low-Tier
1 +19.2% +4.6% +8.3% +2.1%
2 +40.0% +9.4% +16.7% +4.2%
3 +62.5% +14.2% +25.0% +6.2%
4 +86.7% +19.2% +33.3% +8.3%
5 +112.5% +24.2% +41.7% +10.4%
6 +140.0% +29.4% +50.0% +12.5%
7 +169.2% +34.6% +58.3% +14.6%
8 +200.0% +40.0% +66.7% +16.7%
9 +232.5% +45.5% +75.0% +18.8%
10 +266.7% +51.0% +83.3% +20.8%
11 +302.5% +56.7% +91.7% +22.9%
12 +340.0% +62.5% +100.0% +25.0%
13 +379.2% +68.4% +108.3% +27.1%
14 +420.0% +74.4% +116.7% +29.2%
15 +462.5% +80.5% +125.0% +31.2%
16 +506.7% +86.7% +133.3% +33.3%
17 +552.5% +93.0% +141.7% +35.4%
18 +600.0% +99.4% +150.0% +37.5%
19 +649.2% +105.9% +158.3% +39.6%
20 +700.0% +112.5% +166.7% +41.7%
21 +752.5% +119.2% +175.0% +43.8%
22 +806.7% +126.0% +183.3% +45.8%
23 +862.5% +133.0% +191.7% +47.9%
24 +920.0% +140.0% +200.0% +50.0%
25 +979.2% +147.1% +208.3% +52.1%
26 +1040.0% +154.4% +216.7% +54.2%
27 +1102.5% +161.7% +225.0% +56.2%


Strategy

"Pure" Stealth is less viable than other damaging choices. The enemy always has a chance to wake up... and training only Stealth means you can't deal with anything that wakes up. Plus, enemies often spawn in packs, and if one enemy detects you, they all wake up.

Thus, many stabbers will rely on magic to incapacitate their enemies. Hexes spells (like Ensorcelled Hibernation, Confusing Touch) as well as spells in certain other schools (Mephitic Cloud, Petrify, etc.) give you opportunities to stab. Gods like Uskayaw can work in a similar way. A wand of paralysis is a limited, but powerful way to disable enemies. And any means of having allies can let you get distraction stabs here and there.

History

  • Prior to 0.27, stabs would bypass some of your target's AC, depending on your Stealth and weapon skills. This was converted into a flat bonus to stabbing damage instead.
  • Prior to 0.20, The Shining One would inflict penance for stabbing intelligent foes that were not demons or undead.
  • In 0.19, four tiers of stabbing attacks were replaced by just two tiers. Stabs against distracted and petrified targets were buffed: +50% damage and +100% damage, respectively. Petrifying and net stabs got -50% to damage, and invisible stabs had their proc chance reduced.
  • Prior to 0.16, Long Blades were slightly more effective at stabbing than most other weapons, and clubs and rods could stab for special effects.
  • Prior to 0.13, Stabbing was a skill of its own, rather than being the average of your Stealth and weapon skills.

References

  1. attack.cc:1602 (0.30.1)