Difference between revisions of "Ranged Combat"

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Ranged Combat is a term used to describe any action that consists in striking from afar a target with a [[missile]]. To do so in a effective way, the attacker may need to wield a [[Ranged weapons#Launchers|launcher]].
 
Ranged Combat is a term used to describe any action that consists in striking from afar a target with a [[missile]]. To do so in a effective way, the attacker may need to wield a [[Ranged weapons#Launchers|launcher]].
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The player is not always able to do ranged attacks:
 
The player is not always able to do ranged attacks:
 
*[[Felid]]s are unable to use ranged attacks.
 
*[[Felid]]s are unable to use ranged attacks.
*Small species can't use [[longbow]]s.
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*Small species can't use [[longbow]]s or [[javelin]]s.
 
*Any transformation that makes you unable to wield weapons: [[Spider Form]], [[Ice Form]], [[Blade Hands]], [[Dragon Form]], [[Pig Form]], [[Porcupine Form]], [[Wisp Form]], [[Fungus form]] and [[Bat Form]].
 
*Any transformation that makes you unable to wield weapons: [[Spider Form]], [[Ice Form]], [[Blade Hands]], [[Dragon Form]], [[Pig Form]], [[Porcupine Form]], [[Wisp Form]], [[Fungus form]] and [[Bat Form]].
*Being entangled by a net or a [[web]]. You can't use any kind of ranged attacks except shooting [[needle]]s with a [[blowgun]].
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*Being entangled by a net or a [[web]].
 
*Being [[berserk]].
 
*Being [[berserk]].
  
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*Not being inside [[Zin#Sanctuary|sanctuary]].
 
*Not being inside [[Zin#Sanctuary|sanctuary]].
 
*Not being [[berserk]].
 
*Not being [[berserk]].
 
==Costs==
 
Unlike melee attacks, ranged attacks don't have any nutritional costs. The only cost is the energy taken and the possibility of [[Mulch|ammo destruction]].
 
 
The energy cost (also called attack delay) of a ranged attack depends on the kind of [[Ranged weapons#Launchers|launcher]] used:
 
*'''None''': The delay is 10 [[aut]]s.
 
*A [[blowgun]], [[sling]], [[bow]], [[longbow]], or [[crossbow]]: The delay in auts is:
 
(Speed brand multiplier) × max(
 
  Shield penalty×Base delay - Weapon Skill×4×Effective Stat/250 ,
 
  Shield penalty×Minimum delay)
 
 
Where:
 
 
*'''Base delay''': 10 for blowguns, 11 for slings and bows, 12 for longbows, and 15 for crossbows.
 
*'''Weapon skill''': [[Throwing]] for blowguns, [[Slings]] for slings, [[Bows]] for bows and longbows, and [[Crossbows]] for crossbows.
 
*'''Effective stat''':
 
{|class="prettytable"
 
!Weapon
 
!Effective stat:
 
|-
 
| blowgun
 
| Dexterity
 
|-
 
| sling
 
| 0.9×Dexterity + 0.1×Strength
 
|-
 
|bow
 
| 0.8×Dexterity + 0.2×Strength
 
|-
 
| longbow
 
| 0.7×Dexterity + 0.3×Strength
 
|-
 
| crossbow
 
| 0.2×Dexterity + 0.8×Strength
 
|}
 
*'''Minimum delay''': 7 auts, except bows and longbows that can reach 6 auts.
 
*'''Speed brand multiplier''': 2/3 if the weapon has the [[Speed_(brand)|speed]] brand, 1 otherwise.
 
*'''Shield penalty''': For slings and blowguns 1 (no penalty); for bows, longbows, or crossbows:
 
{|class="prettytable"
 
! Shield type
 
! Shield penalty
 
|-
 
| buckler
 
| 1+0.25×(1-[[Shields|Shield skill]]/(2×27))
 
|-
 
| shield
 
| 1+0.5×(1-[[Shields|Shield skill]]/(2×27))
 
|-
 
| large shield
 
| 1+(1-[[Shields|Shield skill]]/(2×27))
 
|}
 
 
The base delay and min delay of a bow, longbow or crossbow is increased by +25% for bucklers / +50% for shields / +100% for large shields. This penalty can be halved with 27 levels in the Shields skill becoming: +12.5%/+25%/+50%.
 
 
==Damage==
 
These expressions are valid only for the player.
 
===Longbows and bows===
 
The formula is:
 
Damage = 1d({Base damage - 2 + 1d8 + Racial bonus
 
          + 1d[Launcher enchantment - 1 + 1d(Ammo bonus) + strbonus]}×Modifiers + Slaying)
 
 
*'''Base damage''': 6 for longbows, 3 for bows.
 
*'''Racial bonus''': 1 when using a (long)bow designed for your species, 0 otherwise.
 
*'''Launcher enchantment''': The to-damage enchantment of your (long)bow.
 
*'''Ammo bonus''': ([[Bows|Bow skill]]/3) capped to 3.
 
*'''strbonus''': (10 + 2d8 + 2×Racial bonus + Ammo bonus) × (Strength - 10)/8, but never a value greater than (Launcher enchantment + 1).
 
*'''Slaying''': 1d(1 + (to-damage slaying)) - 1
 
*'''Modifiers''': Skill modifier × Brand modifier
 
**'''Skill modifier''': 1 + (1d(Bow skill + 1) - 1)/17 (average bonus: +2.8% per level; at level 27, +76.5%)
 
**'''Brand modifier''':
 
{|class="prettytable"
 
! Brand
 
! Brand modifier
 
|-
 
| Vorpal (velocity)
 
| ×1.2
 
|-
 
| Elemental (flame, frost)
 
| ×1.4 (beam type is changed)
 
|}
 
 
If your [[Bows|Bows skill]] is greater or equal than 9, Ammo bonus is 3, and then we can easily obtain an approximate expression that tell us how much strength we need to maximize strbonus:
 
Strength = 10 + 0.36 × Launcher enchantment
 
 
When strbonus is maximized, we get this expression for the damage, which is easier to understand:
 
Damage = 1d({Base damage - 2 + 1d8 + Racial bonus + 1d[2×Launcher enchantment + 1d3]}×Modifiers + Slaying)
 
 
As you can see, launcher enchantment is extremely important: it can double your final damage. The skill bonus is also very important: +76% at level 27. Using elemental ammo with a vorpal launcher can increase your damage output by 1.2×1.4=1.68 (+68%). Finally, the difference between a bow and a longbow is also notable (+3 base damage).
 
 
Without strbonus (eg: strength = 10), we get a very similar expression:
 
Damage = 1d({Base damage - 2 + 1d8 + Racial bonus + 1d[Launcher enchantment - 1 + 1d3]}×Modifiers + Slaying)
 
 
For example, if you are using a +7 longbow (base damage = 6, enchantment = 7) with strength=10, the lack of strength is decreasing your final damage approximately a 24%.
 
 
It's also possible to have a negative strbonus, which is something quite bad. This happens when strength < 10. Typically, you should try to have 14-16 points of strength. Anything above that is useless most of the time.
 
 
===Crossbows===
 
The formula is:
 
Damage = 1d({3 + 1d10 + Racial bonus
 
          + 1d[Launcher enchantment - 1 + 1d(Ammo bonus)]}×Modifiers + Slaying)
 
 
*'''Racial bonus''': 1 when using a crossbow designed for your species, 0 otherwise.
 
*'''Launcher enchantment''': The to-damage enchantment of your crossbow.
 
*'''Ammo bonus''': ([[Crossbows|Crossbow skill]]/3) capped to 3.
 
*'''Slaying''': 1d(1 + (to-damage slaying)) - 1
 
*'''Modifiers''': Skill modifier × Brand modifier
 
**'''Skill modifier''': 1 + (1d(Crossbow skill + 1) - 1)/22 (average bonus: +2.2% per level; at level 27, +59%)
 
**'''Brand modifier''':
 
{|class="prettytable"
 
! Brand
 
! Brand modifier
 
|-
 
| Vorpal (velocity)
 
| ×1.2
 
|-
 
| Elemental (flame, frost)
 
| ×1.4 (beam type is changed)
 
|-
 
| Steel
 
| ×1.3
 
|}
 
 
  
 
==See also==
 
==See also==
*[[Ranged weapons]]
+
*[[Ranged weapon]]
*[[Attack speed]]
+
*[[Weapon damage]]
 +
*[[Weapon speed]]
  
 
[[Category:Combat]]
 
[[Category:Combat]]

Revision as of 10:05, 20 July 2020

Version 0.25: This article may not be up to date for the latest stable release of Crawl.

Ranged Combat is a term used to describe any action that consists in striking from afar a target with a missile. To do so in a effective way, the attacker may need to wield a launcher.

Commands

The commands used by the player to perform ranged attacks are:

  • f: After selecting a target, you shoot the next appropriate item.
  • F: Like f, but you can also select the item to fire.
  • Q: This command is used to select the item slot that will be used by next f command

Requisites

The player is not always able to do ranged attacks:

The only monsters that can use ranged attacks are those with the Weapons armour flag or the Use starting equipment flag. Those monsters need to meet the following conditions:

  • Not being incapacitated. Some effects that can cause this are paralysis, sleep, confusion, being entangled, and petrification.
  • Not being submerged.
  • Monsters with the Archer flag are more likely to use ranged attacks: 8/9 for archers vs. 4/5 for normal monsters.
  • They need to be able to see their target.
  • Monsters adjacent to their target won't use ranged attacks, except if they have the Archer flag.
  • Monster with ranged spells won't use ranged attacks, unless they start with some ranged weapon.
  • Fleeing and pacified monsters have lower chances to use ranged attacks.
  • Not being inside sanctuary.
  • Not being berserk.

See also