Difference between revisions of "Stabbing"
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There are three sources of damage, listed in order of operation:<ref>{{source ref|0.30.1|attack.cc|1602}}</ref> | There are three sources of damage, listed in order of operation:<ref>{{source ref|0.30.1|attack.cc|1602}}</ref> | ||
− | *[[Short Blades]] (and equivalent) have an innate source of flat damage, where [[dagger]]s have an additional boost. The base value equals <code>DEX/5 × (1 + weapon_skill + stealth_skill)/2</code>, then doubled if using a dagger. | + | *[[Short Blades]] (and equivalent) have an innate source of flat damage, where [[dagger]]s have an additional boost. The base value equals <code>DEX/5 × (1 + weapon_skill + stealth_skill)/2</code>, then doubled if using a dagger. If this is above 10, it is modified by <code>10 * log2(base / 10)</code>, with a hard maximum of 30. |
**To max out this flat bonus, you must have <code>DEX/5 × (1 + weapon_skill + stealth_skill)/2</code> > 350 with a dagger, or that value > 700 for other Short Blades. | **To max out this flat bonus, you must have <code>DEX/5 × (1 + weapon_skill + stealth_skill)/2</code> > 350 with a dagger, or that value > 700 for other Short Blades. | ||
− | *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]]. 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. |
The table below details the damage multiplier from your skills, tier, and weapon type: | The table below details the damage multiplier from your skills, tier, and weapon type: |
Revision as of 06:34, 22 September 2023
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:
- Petrifying
- Held in a throwing net or web
- Blind (or if the player is invisible and unseen)
- Fleeing
- Charmed or otherwise friendly
- Confused
- Awake, but hasn't noticed you yet
- Distracted by damage from a non-player source
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.
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/5 × (1 + weapon_skill + stealth_skill)/2
, then doubled if using a dagger. If this is above 10, it is modified by10 * log2(base / 10)
, with a hard maximum of 30.- To max out this flat bonus, you must have
DEX/5 × (1 + weapon_skill + stealth_skill)/2
> 350 with a dagger, or that value > 700 for other Short Blades.
- To max out this flat bonus, you must have
- 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.
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 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. A wand of paralysis is a limited, but powerful way to disable enemies. Gods like Uskayaw can work in a similar way. 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
- ↑ attack.cc:1602 (0.30.1)