Difference between revisions of "Unarmed Combat"
m (Update version to .16) |
m (→History: Move the shield penalty to .16 because it was still in effect for version .15 and .16, and add a worst case example of the spikes in the .14 formula.) |
||
Line 98: | Line 98: | ||
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. | ||
− | In version .16 and .15, the heavy armor penalty was updated to be base delay = max(10, 7 + div_rand_round(armour_penalty)); in other words, if your AEVP was higher than 3, then add AEVP - 3 to your attack delay. An AEVP of 6 would result in 13 aut attacks, which are then reduced by armor skill normally (so with 27 unarmed, it would be 8 aut final attack speed). | + | In version .16 and .15, the heavy armor penalty was updated to be base delay = max(10, 7 + div_rand_round(armour_penalty)); in other words, if your AEVP was higher than 3, then add AEVP - 3 to your attack delay. An AEVP of 6 would result in 13 aut attacks, which are then reduced by armor skill normally (so with 27 unarmed, it would be 8 aut final attack speed). The additional shield penalty was a 50% chance of adding 1 aut delay regardless of shield skill (separate from the normal shield delay when you don't have enough skill). |
− | In version .14 and earlier, | + | In version .14 and earlier, the heavy armor penalty was 1d10 + 2d(Adjusted armour penalty) - 10. This meant it was possible to have a high delay on some attacks, and none on the follow attacks. While very unlikely, it was theoretically possible for an AEVP 6 armor to result in a base attack speed of 22 (roughly a 0.2% chance). |
==Unarmed Combat Aptitudes== | ==Unarmed Combat Aptitudes== |
Revision as of 01:19, 9 September 2015
The Unarmed Combat skill determines the effectiveness of all attacks made with your character's fists (or tentacles in the case of octopodes), increasing the damage, accuracy, and speed of your unarmed attacks. Although there are many non-punch auxiliary attacks you can make with the rest of your body, these are not affected by the UC skill whatsoever. Training this skill is only advisable if you intend to engage in melee while unarmed or while leaving your off-hand empty.
For many species, fighting without a weapon is not a very appealing prospect. Leaving your weapon and/or shield slot open means that you cannot take advantage of weapon brands, miss out on the defensive value of a shield, and have two fewer slots for wielding artifacts that may provide useful resistances or other bonuses. However, unarmed combat allows for some of the fastest attacks in the game, deals competitive damage to weapon wielders at high skill levels, and allows you to take advantage of the many Transmutations spells which grant you powerful unarmed capabilities. Also, some species have natural aptitudes or innate mutations that make unarmed combat a much more tempting choice.
Contents
Attack Delay
Unarmed combat specialists are capable of making some of the fastest attacks in the game, on par with the speed of most short blades wielders. Couple this with the fact that UC attacks have a much higher base damage than any short blade, and you can see why they're capable of doing very significant amounts of damage very quickly. However, it requires much more Unarmed Combat skill to reach maximum attack speed than it does for a weapon fighter to reach their maximum, and unarmed combat is penalized for wearing heavy armour or carrying too much equipment. Bear in mind that this only applies to main-hand punches; auxiliary offhand punches occur along with your main hand attacks.
Bonuses From Skill
Weapon fighters gain a 1 point reduction to their attack delay for every 2 levels they have in their appropriate weapon skill, allowing them to reach maximum weapon speed by the mid-game in most cases. Unarmed Combat uses a different formula, however; your attack delay is reduced by 1 for roughly every 5.4 skill levels, reaching a delay of 5 at UC skill 27. Fortunately, unarmed combat is also much faster than fighting with most weapons by default, so they still enjoy fairly quick attacks throughout the game.
Other Factors
Characters in bat form receive a special bonus to unarmed combat, making attacks in 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 3 which you cannot exceed.
Final Calculation
Finally, your attack delay can never be a fraction of an aut. If your calculated speed falls between two whole numbers, the game will round up or down based on the remainder (7.2 would have a 20% chance of being rounded to 8 and an 80% chance of being 7).
UC | Avg delay | UC | Avg delay | UC | Avg delay |
---|---|---|---|---|---|
0 | 10.0 | 10 | 8.1 | 20 | 6.3 |
1 | 9.8 | 11 | 8.0 | 21 | 6.1 |
2 | 9.6 | 12 | 7.8 | 22 | 5.9 |
3 | 9.5 | 13 | 7.6 | 23 | 5.7 |
4 | 9.2 | 14 | 7.4 | 24 | 5.6 |
5 | 9.1 | 15 | 7.2 | 25 | 5.4 |
6 | 8.9 | 16 | 7.0 | 26 | 5.2 |
7 | 8.7 | 17 | 6.8 | 27 | 5.0 |
8 | 8.5 | 18 | 6.7 | ||
9 | 8.3 | 19 | 6.5 |
Base Damage
The base damage of your primary unarmed combat attack is determined through the following factors:
Condition | Damage | Special |
---|---|---|
Porcupine Form | 3 | - |
Pig Form | 3 | - |
Bat Form | 1 | 60% Attack Delay |
Vampire Bat Form | 2 | 60% Attack delay |
Spider Form | 5 | Venom |
Wisp Form | 5 | - |
Ice Form | 12 | Freezing |
Fungus Form | 12 | Confusing Touch |
Tree Form | 12 | - |
Blade Hands | 12 + (STR + DEX) / 4 | - |
Statue Form | 9 + STR / 2 | 150% attack delay |
Dragon Form | 12 + (2/3) STR | Heavy bleeding |
Lich Form | 5 | Draining |
Troll | 9 | Heavy bleeding |
Ghoul, Felid | 5 | Light bleeding |
Claws mutation | +2 × Claws ranks | Wearing gloves negates this |
Other | 3 | - |
Your base damage is then increased by your unarmed combat skill level (divided by 5 when in Bat Form). This base damage is then further modified by your strength, dexterity, Fighting skill, and other factors. A value is randomly selected between 1 and the final calculated damage, and the target's AC is applied against it.
Offhand punches are significantly less powerful, using the following calculation:
Condition | Damage | Special |
---|---|---|
Offhand Punch | 5 + (UC / 3) +(1d3 × Claws ranks) or +(6 if Blade Hands) | Wearing any shield negates this |
Octopodes get tentacle slaps instead of offhand punches, and may still make tentacle slaps while wearing a shield, making it generally best for unarmed octopodes to use a shield.
History
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 version .16 and .15, the heavy armor penalty was updated to be base delay = max(10, 7 + div_rand_round(armour_penalty)); in other words, if your AEVP was higher than 3, then add AEVP - 3 to your attack delay. An AEVP of 6 would result in 13 aut attacks, which are then reduced by armor skill normally (so with 27 unarmed, it would be 8 aut final attack speed). The additional shield penalty was a 50% chance of adding 1 aut delay regardless of shield skill (separate from the normal shield delay when you don't have enough skill).
In version .14 and earlier, the heavy armor penalty was 1d10 + 2d(Adjusted armour penalty) - 10. This meant it was possible to have a high delay on some attacks, and none on the follow attacks. While very unlikely, it was theoretically possible for an AEVP 6 armor to result in a base attack speed of 22 (roughly a 0.2% chance).
Unarmed Combat Aptitudes
From Dungeon Crawl Stone Soup 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 |
-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 |
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 |