Difference between revisions of "Dodging"

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{{flavour|The Dodging skill will affect your chance of dodging an attack, be it melee, ranged or magical. Certain types of attack cannot be dodged, however, such as enchantments (which must be resisted) and explosions.}}
 
{{flavour|The Dodging skill will affect your chance of dodging an attack, be it melee, ranged or magical. Certain types of attack cannot be dodged, however, such as enchantments (which must be resisted) and explosions.}}
  
The [[Dodging]] skill determines how well your character can avoid blows, beams and missiles fired by monsters and traps.
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The [[Dodging]] skill determines how well your character can avoid blows, beams and missiles fired by monsters.
  
== Number crunching ==
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{{skill aptitudes}}
In addition to base EV (10 + Size), Dodging skill provides an [[evasion|EV]] bonus calculated as follows<ref>{{source ref|0.25.1|player.cc|2092}}</ref>:
 
  
  (7 + Dodging × ev_Dex) / (20 - size)
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== Useful Info ==
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Dodging skill provides a bonus to [[EV]], equal to:<ref>{{source ref|0.30.0|player.cc|2076}}</ref>
  
* '''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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(8 + 0.8 × Dodging × [[Dex]]) / (20 - size)
  
* '''ev_Dex''' is a stepped down value of your Dex. If Dex is greater than 24, it is reduced according to this formula: <code>ev_Dex = 14 + 10 * log2(1 + (dex - 14)/10)</code>. (Condensed: <code>ev_Dex = Dex < 24 ? Dex : 14 + 10 * log2(1 + (dex - 14)/10)</code>)
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Size is a factor dependent on your species' [[size|body size]]. [[Human]]s are 0, [[Spriggan]]s are +4, and [[Troll]]s are -2. (See [[Evasion]] for a full list.)
  
The Dodging bonus is penalized by wearing heavy armour. The penalty from armour is:
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This bonus is then reduced by encumbrance, if any.
armor_penalty = unadjusted_armor_encumberance - 3
 
if armor_penalty < 0:
 
    modifier = 1
 
if armor_penalty > 0:
 
    if armor_penalty >= Str:
 
        modifier = Str / (armor_penalty * 2)
 
    if armor_penalty < Str:
 
        modifier = 1 - armor_penalty / (Str * 2)
 
final_dodge_bonus = dodge_bonus * modifier
 
  
This means that if your strength is less than the encumbrance value of the armor you're using, you will be facing pretty steep dodging penalties... but you'll always be able to gain SOME benefit from increasing your Dodging skill, because the penalties are a percent of the total. And, once <code>Str > Encumbrance - 3</code>, doubling your strength will reduce those penalties by half.
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===Encumbrance===
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[[Armour encumbrance]] will directly lower the bonus from Dodging. This factor is not reduced by [[Armour skill]], but it is reduced by [[strength]].
  
If you are [[paralyse]]d, your Dodging skill is completely ineffective. The only thing that contributes to EV in this case is repulsion field mutation.
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* '''If (encumbrance - 3) ≥ strength:'''
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: Modifier = <code> 0.5 * Str / (encumbrance - 3)</code>
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* '''If (encumbrance - 3) < strength:'''
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: Modifier = <code> 1 - ((encumbrance - 3) / (2 * Str))</code>
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In either case, the modifier is multiplied directly with Dodging bonus, to get the final EV bonus.
  
== Tricks and tips ==
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If you are [[paralyse]]d, your Dodging skill is completely ineffective. The only thing that contributes to EV in this case is your size.
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.
 
  
{{skill aptitudes}}
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== Strategy ==
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The [[Early Game Character Building|usual skill advice]] in ''Crawl'' is to "train your killing skills to competency first, then train your defenses". Dodging an extra attack won't help if you have to use a consumable to beat every other fight. It's 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 is more effective when you have higher [[dexterity]] and you are wearing lighter armour. Still, even a brute in [[crystal plate armour]] will eventually want to train a few levels of Dodging, since the early levels of a skill are cheap.
  
 
==See also==
 
==See also==
Line 37: Line 35:
  
 
==History==
 
==History==
Prior to 0.6, characters could only train Dodging when wearing [[light armour]] and would train [[Armour (skill)|Armour]] only when wearing [[heavy armour]].
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* Prior to [[0.27]], there was a stepdown on dexterity: if dex >= 24, <code>adj_dex = 14 + 10 * log2(1 + (dex - 14)/10)</code>. This reduced the impact of dexterity at high DEX values. Also, there was a separate stepdown if EV >= 30, documented in [[Evasion#History|Evasion]].
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* Prior to [[0.6]], characters could only train Dodging when wearing [[light armour]] and would train [[Armour (skill)|Armour]] only when wearing [[heavy armour]].
  
 
==References==
 
==References==

Latest revision as of 10:01, 9 March 2024

Version 0.31: This article is up to date for the latest stable release of Dungeon Crawl Stone Soup.
The Dodging skill will affect your chance of dodging an attack, be it melee, ranged or magical. Certain types of attack cannot be dodged, however, such as enchantments (which must be resisted) and explosions.

The Dodging skill determines how well your character can avoid blows, beams and missiles fired by monsters.

Aptitudes

At Ba DE Dg Ds Dj Dr Fe Fo Gr Gh Gn HO Hu Ko Mf Mi Mu Na Op On Sp Te Tr Vp VS
-3 1 2 -1 -1 1 -1 3 -1 -2 -1 8 -2 0 2 3 1 -2 -2 0 -1 3 1 -2 1 -2

Useful Info

Dodging skill provides a bonus to EV, equal to:[1]

(8 + 0.8 × Dodging × Dex) / (20 - size)

Size is a factor dependent on your species' body size. Humans are 0, Spriggans are +4, and Trolls are -2. (See Evasion for a full list.)

This bonus is then reduced by encumbrance, if any.

Encumbrance

Armour encumbrance will directly lower the bonus from Dodging. This factor is not reduced by Armour skill, but it is reduced by strength.

  • If (encumbrance - 3) ≥ strength:
Modifier = 0.5 * Str / (encumbrance - 3)
  • If (encumbrance - 3) < strength:
Modifier = 1 - ((encumbrance - 3) / (2 * Str))

In either case, the modifier is multiplied directly with Dodging bonus, to get the final EV bonus.

If you are paralysed, your Dodging skill is completely ineffective. The only thing that contributes to EV in this case is your size.

Strategy

The usual skill advice in Crawl is to "train your killing skills to competency first, then train your defenses". Dodging an extra attack won't help if you have to use a consumable to beat every other fight. It's 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 is more effective when you have higher dexterity and you are wearing lighter armour. Still, even a brute in crystal plate armour will eventually want to train a few levels of Dodging, since the early levels of a skill are cheap.

See also

History

  • Prior to 0.27, there was a stepdown on dexterity: if dex >= 24, adj_dex = 14 + 10 * log2(1 + (dex - 14)/10). This reduced the impact of dexterity at high DEX values. Also, there was a separate stepdown if EV >= 30, documented in Evasion.
  • Prior to 0.6, characters could only train Dodging when wearing light armour and would train Armour only when wearing heavy armour.

References

  1. player.cc:2076 (0.30.0)
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