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.}}
  
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== Number crunching ==
 
== Number crunching ==
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>:
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In addition to base EV (10 + Size), Dodging skill provides an [[evasion|EV]] bonus calculated as follows<ref>{{source ref|0.26.1|player.cc|2092}}</ref>:
  
 
   (7 + Dodging × ev_Dex) / (20 - size)
 
   (7 + Dodging × ev_Dex) / (20 - size)

Latest revision as of 00:04, 5 August 2021

Version 0.26: This article may not be up to date for the latest stable release of Crawl.
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.

Number crunching

In addition to base EV (10 + Size), Dodging skill provides an EV bonus calculated as follows[1]:

 (7 + Dodging × ev_Dex) / (20 - size)
  • 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.
  • ev_Dex is a stepped down value of your Dex. If Dex is greater than 24, it is reduced according to this formula: ev_Dex = 14 + 10 * log2(1 + (dex - 14)/10). (Condensed: ev_Dex = Dex < 24 ? Dex : 14 + 10 * log2(1 + (dex - 14)/10))

The Dodging bonus is penalized by wearing heavy armour. The penalty from armour is:

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 Str > Encumbrance - 3, doubling your strength will reduce those penalties by half.

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

Tricks and tips

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.

Aptitudes

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

See also

History

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:2092 (0.26.1)
Skills
Melee Short BladesLong BladesAxesMaces & FlailsPolearmsStavesUnarmed Combat
Ranged BowsCrossbowsThrowingSlings
Physical FightingArmourDodgingStealthShields
Magical SpellcastingInvocationsEvocations
Spell Schools AirConjurationsEarthFireHexesIceNecromancyPoisonSummoningTranslocationsTransmutations