Difference between revisions of "Dodging"
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The [[Dodging]] skill determines how well your character can avoid blows, beams and missiles fired by monsters and traps. | The [[Dodging]] skill determines how well your character can avoid blows, beams and missiles fired by monsters and traps. | ||
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In addition to base EV (10 + Size) Dodging skill provides an [[evasion|EV]] bonus calculated as follows: | In addition to base EV (10 + Size) Dodging skill provides an [[evasion|EV]] bonus calculated as follows: | ||
− | (7 | + | (7 + Dodging × ev_Dex) / (20 - size) |
"Size" is a factor of your species's body size, which varies from 4 (tiny, such as a [[Spriggan]]); to -8 (huge, such as being in [[Dragon Form]]). See [[Evasion]] for more details. | "Size" is a factor of your species's body size, which varies from 4 (tiny, such as a [[Spriggan]]); to -8 (huge, such as being in [[Dragon Form]]). See [[Evasion]] for more details. | ||
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ev_Dex is a stepped down value of your Dex. If Dex is greater than 24, it is reduced according to this formula: ev_Dex = 14 + 10 * log2(1 + (dex - 14)/10). (Condensed: ev_Dex = Dex < 24 ? Dex : 14 + 10 * log2(1 + (dex - 14)/10) ) | ev_Dex is a stepped down value of your Dex. If Dex is greater than 24, it is reduced according to this formula: ev_Dex = 14 + 10 * log2(1 + (dex - 14)/10). (Condensed: ev_Dex = Dex < 24 ? Dex : 14 + 10 * log2(1 + (dex - 14)/10) ) | ||
− | The Dodging bonus is penalized by wearing heavy armour. The penalty from armour is: ( | + | The Dodging bonus is penalized by wearing heavy armour. The penalty from armour is: (ABAEVP - 3)×10/[[strength|STR]] |
− | ABAEVP is a simple calculation involving the | + | ABAEVP is a simple calculation involving the [[encumbrance rating]] of the armour you're wearing, and your size: |
− | ABAEVP= | + | ABAEVP= body_armour_encumbrance_rating×size_factor |
+ | |||
+ | Size factor is 0.75 for large species: [[Troll]], [[Ogre]], [[Centaur]], and [[Naga]]; 1 for normal species; 1.25 for small species: [[Kobold]] and [[Halfling]]; and 1.5 for tiny species: [[Spriggan]] ([[Felid]]s can't wear armour). | ||
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+ | For a normal-sized character, the amount of dodging required to start increasing his evasion is: | ||
+ | (body_armour_encumbrance_rating-3)×200/(Str*ev_Dex) - 7/ev_Dex | ||
If you are [[paralyse|paralysed]], your Dodging skill is completely ineffective. The only thing that contributes to EV in this case is repulsion field mutation and the phase shift spell. | If you are [[paralyse|paralysed]], your Dodging skill is completely ineffective. The only thing that contributes to EV in this case is repulsion field mutation and the phase shift spell. | ||
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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. | 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. | ||
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==Dodging aptitudes== | ==Dodging aptitudes== | ||
− | From Dungeon Crawl Stone Soup [[0. | + | From Dungeon Crawl Stone Soup [[0.13]] in-game documentation: |
{{#invoke:Apt|skill_table|Dodging}} | {{#invoke:Apt|skill_table|Dodging}} |
Revision as of 23:09, 30 November 2013
The Dodging skill determines how well your character can avoid blows, beams and missiles fired by monsters and traps.
Number crunching
In addition to base EV (10 + Size) Dodging skill provides an EV bonus calculated as follows:
(7 + Dodging × ev_Dex) / (20 - size)
"Size" is a factor of your species's body size, which varies from 4 (tiny, such as a Spriggan); to -8 (huge, such as being in Dragon Form). See Evasion for more details.
ev_Dex is a stepped down value of your Dex. If Dex is greater than 24, it is reduced according to this formula: ev_Dex = 14 + 10 * log2(1 + (dex - 14)/10). (Condensed: ev_Dex = Dex < 24 ? Dex : 14 + 10 * log2(1 + (dex - 14)/10) )
The Dodging bonus is penalized by wearing heavy armour. The penalty from armour is: (ABAEVP - 3)×10/STR
ABAEVP is a simple calculation involving the encumbrance rating of the armour you're wearing, and your size:
ABAEVP= body_armour_encumbrance_rating×size_factor
Size factor is 0.75 for large species: Troll, Ogre, Centaur, and Naga; 1 for normal species; 1.25 for small species: Kobold and Halfling; and 1.5 for tiny species: Spriggan (Felids can't wear armour).
For a normal-sized character, the amount of dodging required to start increasing his evasion is:
(body_armour_encumbrance_rating-3)×200/(Str*ev_Dex) - 7/ev_Dex
If you are paralysed, your Dodging skill is completely ineffective. The only thing that contributes to EV in this case is repulsion field mutation and the phase shift spell.
Tricks and tips
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.
Dodging aptitudes
From Dungeon Crawl Stone Soup 0.13 in-game documentation:
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 |
See also
History
Prior to 0.6, characters could only train Dodging when wearing light armour and would train Armour only when wearing heavy armour.
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 |