Difference between revisions of "Constriction"

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m (Escaping Constriction: mention gravitambourine)
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**Casting [[Polar Vortex]] will force the enemy away from you much more aggressively.
 
**Casting [[Polar Vortex]] will force the enemy away from you much more aggressively.
 
**[[Gell's gravitambourine]] can move a constrictor.
 
**[[Gell's gravitambourine]] can move a constrictor.
*Disabling the constrictor with [[confusion]], [[Paralyze|paralysis]], [[Petrify|petrification]], [[fear]], or [[Sleep|unconsciousness]] immediately breaks constriction.
+
*Disabling the constrictor with [[confusion]], [[Paralyze|paralysis]], [[Petrify|petrification]], [[fear]], [[Sleep|unconsciousness]], or [[polymorph]] immediately breaks constriction.  
**[[wand of charming|Charming]] or [[polymorph]]ing the constrictor also breaks constriction (and likely prevents them from making future attempts).
+
*[[Wand of charming|Charming]] or [[Elyvilon]]'s pacification.
**[[Elyvilon]]'s healing abilities may allow you to pacify the constrictor.
 
 
*Becoming immune to constriction will immediately end the status.
 
*Becoming immune to constriction will immediately end the status.
 
**[[Storm Form]] is immune to constriction.
 
**[[Storm Form]] is immune to constriction.
 
**[[Dragon Form]] is giant size, so it can only be constricted by tentacled monstrosities.
 
**[[Dragon Form]] is giant size, so it can only be constricted by tentacled monstrosities.
*Any source of [[blink]]ing can get you free.
+
*Any source of [[blink]]ing or [[teleport]] can get you free.
 
*[[Barachi]]m can hop away, which will always escape constriction.
 
*[[Barachi]]m can hop away, which will always escape constriction.
*[[Teleportation]] will always let you escape constriction.
 
 
*[[Formicid]]'s shaft ability will always escape constriction.
 
*[[Formicid]]'s shaft ability will always escape constriction.
 
*[[Zin]]'s Sanctuary ability breaks constriction.
 
*[[Zin]]'s Sanctuary ability breaks constriction.
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==History==
 
==History==
 
*In [[0.32]], constriction was reworked. Prior to this version:
 
*In [[0.32]], constriction was reworked. Prior to this version:
**Damage increased over time when applied to monsters.
+
**All player sources of constrict dealt less damage. However, any source of constriction damage increased over time when applied to monsters.
 
**Escape chance for players used a more complex formula, and blinking and related effects did not guarantee escape.
 
**Escape chance for players used a more complex formula, and blinking and related effects did not guarantee escape.
 
**Escape chance for monsters did not care about HD.
 
**Escape chance for monsters did not care about HD.
 
**Constriction applied a -3 EV penalty to players and divided monster EV depending on size.
 
**Constriction applied a -3 EV penalty to players and divided monster EV depending on size.
**Monster melee constriction always applied but dealt less damage.
 
**Grasping Roots duration was more variable, and its damage was higher.
 
 
**Player melee constriction cared about Str.
 
**Player melee constriction cared about Str.
**All player sources dealt less damage.
 
 
*Since [[0.18]], to-hit only depends on [[Dexterity]].
 
*Since [[0.18]], to-hit only depends on [[Dexterity]].
 
*Prior to [[0.12]], the duration modifier to damage was applied to players.
 
*Prior to [[0.12]], the duration modifier to damage was applied to players.

Revision as of 23:11, 15 March 2025

Version 0.32: This article may not be up to date for the latest stable release of Crawl.

Constriction is the act of grabbing a target, preventing it from moving away, and crushing it to death over several turns. This lowers the evasion of the target, and prevents them from moving away.

List of constrictors

Monsters

Playable species

Forms

Other Constriction Effects

Initiating Constriction

Melee Constriction

Constriction can occur whenever a constriction-capable character or monster makes a melee attack (not necessarily Unarmed Combat). All the following conditions apply:[1]

  • The attacker is not constricting another creature, unless the attacker is an Octopode. Octopodes are capable of maintaining up to eight at once (it doesn't matter if you wield weapons or shields).
  • The defender is not constricted or engulfed by another creature.
  • The attacker must be able to see the victim.
  • The attacker is not confused.
  • The size of the attacker is greater than or equal to the size of the defender.
  • The defender is not immune to constriction attacks (see below).
  • The defender must be next to the attacker (weapons of reaching don't allow you to constrict non-adjacent targets).

If all the previous requisites are met, the game rolls the to_hit of the attacker and the evasion/SH of the defender. For the player this is the standard auxiliary attack to_hit. It's calculated as follows:

to_hit = 13 + 0.75 * DEX + 0.3 * Fighting + Slaying bonus + Other bonuses[2]

For the monsters, it's:

to_hit = 18 + 1.5 * HD + Other bonuses (replace 1.5 with 2.5 if the monster is a fighter i.e. naga warriors)

If the attack hits, the constriction starts, though monsters only have a 2/3 chance to apply constriction in melee.

Spell Constriction

For Borgnjor's Vile Clutch, wand of roots, or Grasping Roots, the following apply:

  • The defender is not constricted or engulfed by another creature.
  • The attacker must be able to see the victim.
  • The defender is not immune to constriction attacks.
  • The defender is not over deep water or lava.

These forms of constriction always hit.

Constriction Immunity

The following monsters are immune:[3]

Player sources:[4]

Maintaining Constriction

While the target is constricted, it will take damage each turn, will be unable to move in any direction, and will suffer a -10 evasion penalty. Attempting to move away will constitute an escape attempt, which for players has a 40% chance to succeed the first time. Subsequent escape attempts increase the chance to 75%, then 100%.


Damage Calculations

The amount of damage inflicted every 10 auts is:

 (Base damage) * (0.33 + 0.67 * (XL / 27))
  • Base damage: For players constricting in melee, this is equal to 2d[(110 + (25 * XL)) / 81]. When using Borgnjor's Vile Clutch or a wand of roots, it depends of the power of the cast. For monsters, it is the base damage of that particular attack.
  • Experience level modifier: The third factor means that your damage increases linearly with your experience level. A level 27 character will do thrice as much damage as one at level 1.

This damage is then modified as follows:

  • AC reduction: Unlike most melee attacks, constriction is not reduced by a random number between 0 and AC; the damage reduction is a random number between 0 and 1 + AC / 2. This means that constriction bypasses half of the AC.
  • Time scale: The previous formula calculates how much damage you do every 10 auts. That amount needs to be scaled depending on how many auts you have spent in this turn. For example: if you are attacking with a dagger at minimum delay (5 aut), the previous amount will be multiplied by 5/10 (after AC reduction).

Escaping Constriction

Along with simply succeeding at an escape attempt, there are a number of other methods for breaking free:

History

  • In 0.32, constriction was reworked. Prior to this version:
    • All player sources of constrict dealt less damage. However, any source of constriction damage increased over time when applied to monsters.
    • Escape chance for players used a more complex formula, and blinking and related effects did not guarantee escape.
    • Escape chance for monsters did not care about HD.
    • Constriction applied a -3 EV penalty to players and divided monster EV depending on size.
    • Player melee constriction cared about Str.
  • Since 0.18, to-hit only depends on Dexterity.
  • Prior to 0.12, the duration modifier to damage was applied to players.

References

  1. actor.cc:740 (0.32.1)
  2. fight.cc:73 (0.32.1)
  3. monster.cc:3920 (0.32.1)
  4. player.cc:6974 (0.32.1)