Difference between revisions of "Encumbrance rating"

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(Updated penalty calculation from recent source code.)
(Of course one does not "need" to overcome a trivial accuracy penalty.)
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An '''encumbrance rating''' is a penalty applied by almost all body armour and [[barding]]s. This is a measure of how much your defensive equipment gets in the way of your attacks, spellcasting, and attempts to [[ev]]ade enemy attacks. Multiple sources of encumbrance rating stack with each other. [[Shields]] also have a penalty, but it is handled differently and is never actually named in game.
 
An '''encumbrance rating''' is a penalty applied by almost all body armour and [[barding]]s. This is a measure of how much your defensive equipment gets in the way of your attacks, spellcasting, and attempts to [[ev]]ade enemy attacks. Multiple sources of encumbrance rating stack with each other. [[Shields]] also have a penalty, but it is handled differently and is never actually named in game.
  
In general, the heavier your equipment, the greater the encumbrance rating will be. You can reduce the impact of your encumbrance rating by increasing your [[strength]] or [[Armour (skill)|Armour]]; generally speaking, having strength equal to the item's encumbrance rating will significantly reduce the penalty it applies, though further strength will still provide you with diminishing returns.
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In general, the heavier your equipment, the greater the encumbrance rating will be. You can reduce the impact of your encumbrance rating by increasing your [[strength]] or [[Armour (skill)|Armour]] with the exception of the stealth penalty, which is defined from the encumbrance. For the purposes of evasion it is best to have a strength equal to at least the encumbrance value minus two, though further strength will still provide you with diminishing returns. Reducing your to hit penalty is the hardest, and even with a strength of 72 and armour skill of 27 (the maximum values) both crystal and gold dragon armour suffer a penalty of 2; improved weapon skill and Fighting could compensate for this.
  
 
See the [[Armour#Tables of Armours|Table of Armours]] for numerical details on all items with encumbrance ratings.
 
See the [[Armour#Tables of Armours|Table of Armours]] for numerical details on all items with encumbrance ratings.
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See this spreadsheet (and/or make a copy) for an armour penalty calculator: [https://docs.google.com/spreadsheets/d/1SgY-b12lecR1EHb7uopTqFP0E3FDr5_MsTHrwA0Z5MY/edit#gid=1843292358 Calculator]
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==Penalties==
 
==Penalties==
 
===Adjusted body armour penalty===
 
===Adjusted body armour penalty===
[[Image:Baseencpenalty.gif|400px]]
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[[Image:Baseencpenalty.gif]]
  
Where ''e'' is the encumbrance rating of the armour, ''a'' is the [[Armour (skill)|armour skill]] of the attacker, and ''s'' is the [[strength]] of the attacker.
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Where ''e'' is the encumbrance rating of the armour, ''S'' is an arbitrary scale the base is used at for the particular penalty, ''a'' is the [[Armour (skill)|armour skill]] of the subject, and ''s'' is the [[strength]] of the subject.
  
After the division by 20 the result is then randomly rounded up or down.
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This penalty is not applied directly, rather it is used in evasion, to hit, and cast chance. For to hit the scale used is 20, while for evasion and cast the scale used is 100. This syntax is the same for the other formula.
  
This penalty is not applied directly, but it is the base for calculating all the other ones.
 
  
===Unarmed Combat speed penalty===
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===Armour to hit penalty===
{{crawlquote|1d10 + 2d(Adjusted body armour penalty) - 10}}
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[[File:ToHitPenalty.gif]]
If this amount is greater than zero, it is added to your [[unarmed combat]] attack delay (in [[aut]]s).
 
  
===Armour to hit penalty===
 
{{crawlquote|1d(Adjusted body armour penalty)}}
 
 
This amount reduces the accuracy of your melee attacks and decreases the chance of performing an unarmed [[auxiliary attack]] without the corresponding mutation.
 
This amount reduces the accuracy of your melee attacks and decreases the chance of performing an unarmed [[auxiliary attack]] without the corresponding mutation.
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After calculating this formula; first the result of the division by 20 is randomly rounded up or down, then a value from 1 to the penalty is randomly selected as the final penalty applied for each attack. Typically this means that the highest possible penalty value is much less likely than any other roll.
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===Adjusted evasion penalty===
 
===Adjusted evasion penalty===
{{crawlquote|Barding ER/3 + Adjusted body armour penalty}}
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[[File:AdjustedEvasionPenalty.gif]]
This amount is subtracted from your [[evasion]] before applying a stepdown function.
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This amount is subtracted from your [[evasion]] along with other factors such as your [[size]] and [[dodge]] skill before being stepped down.
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===Dodging penalty===
 
===Dodging penalty===
The games takes your body armour encumbrance rating and adds to it (or subtracts from it) a percentage which depends on your size:
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[[File:AdjustedDodgePenalty.gif]]
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Where ''B'' is the base dodge bonus (formula shown), ''S'' is the relationship between strength and encumbrance, ''d'' is dodge skill, ''D'' is dexterity stepped down if it is above 24, and ''F'' is normalized size factor.
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This penalty along with the evasion penalty impacts your ability to evade attacks. Due to the change of function when encumbrance nears strength, this penalty makes it a good idea to have a strength equal to or larger than two minus the encumbrance of the armour.
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The size factor is normalized around medium size, and can be derived from the following table:
 
{|class="prettytable"
 
{|class="prettytable"
 
! Size !! Size factor
 
! Size !! Size factor
 
|-
 
|-
| Little: [[Spriggan]] || +50%
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| Little: [[Spriggan]] || 2
 
|-
 
|-
| Small: [[Kobold]], [[Halfling]] || +25%
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| Small: [[Kobold]], [[Halfling]] || 1
 
|-
 
|-
| Medium || +0
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| Medium: Most Races || 0  
 
|-
 
|-
| Large: [[Troll]], [[Ogre]], [[Centaur]], [[Naga]] || -25%
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| Large: [[Troll]], [[Ogre]], [[Centaur]], [[Naga]] || -1
 
|}
 
|}
If the resulting value is greater than 3, the difference is multiplied by 10, divided by your [[strength]] and subtracted from your dodge bonus, if you had any. This penalty makes it harder to get some evasion from your [[dodging]] skill, and does nothing if you have not trained that skill.
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===Stealth penalty===
 
===Stealth penalty===
{{crawlquote|2 × (body armour encumbrance rating)<sup>2</sup> / 3}}
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[[File:StealthPenalty.gif]]
This amount is subtracted from your [[stealth]] score.
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This penalty is subtracted from your [[stealth]] score.
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===Spellcasting penalty===
 
===Spellcasting penalty===
{{crawlquote|25×Adjusted body armour penalty - Racial bonus + 25×Shield penalty - 20}}
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[[File:CastPenalty.gif]]
If this amount is positive it is added to your failure chance. See [[spell success]] for more information.
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If this added to your shield penalty is positive then it is added to your failure chance. See [[spell success]] for more information.
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==Encumbrance Penalty Analysis==
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By calculating the second derivative of the dodge penalty plus the evasion penalty (formula shown above), we can measure the gains from additional strength for any given character. Using this information we can determine what value you would want to raise your strength to for the greatest benefit. The graph on the right shows a spike in gains from strength at two lower than the encumbrance rating of the armour, however a few points after that spike tend to be fairly beneficial as well. This relationship leads to the rule of thumb for strength that you should at least raise it to the same number as your encumbrance, however more strength is still likely to have a noticeable impact.
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[[File:Diff2StrengthVsEncumbrance.png|thumb|The gains in dodge from strength for common body armour.]]
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[[File:AdjustedDodgePenaltySecondDerivative.gif]]
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==History==
 
==History==
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In [[0.18]], there is a new [[good mutation]] that reduces armour ER by some levels.
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Armour no longer slows down unarmed melee attacks, and some of the mathematics have changed between 0.13 and 0.17.
 +
 
Encumbrance ratings were introduced in [[0.13]], replacing the EV penalty system.
 
Encumbrance ratings were introduced in [[0.13]], replacing the EV penalty system.
  
 
[[Category:Game mechanics]]
 
[[Category:Game mechanics]]

Revision as of 07:44, 28 April 2018

Version 0.18: This article may not be up to date for the latest stable release of Crawl.

An encumbrance rating is a penalty applied by almost all body armour and bardings. This is a measure of how much your defensive equipment gets in the way of your attacks, spellcasting, and attempts to evade enemy attacks. Multiple sources of encumbrance rating stack with each other. Shields also have a penalty, but it is handled differently and is never actually named in game.

In general, the heavier your equipment, the greater the encumbrance rating will be. You can reduce the impact of your encumbrance rating by increasing your strength or Armour with the exception of the stealth penalty, which is defined from the encumbrance. For the purposes of evasion it is best to have a strength equal to at least the encumbrance value minus two, though further strength will still provide you with diminishing returns. Reducing your to hit penalty is the hardest, and even with a strength of 72 and armour skill of 27 (the maximum values) both crystal and gold dragon armour suffer a penalty of 2; improved weapon skill and Fighting could compensate for this.

See the Table of Armours for numerical details on all items with encumbrance ratings.

See this spreadsheet (and/or make a copy) for an armour penalty calculator: Calculator


Penalties

Adjusted body armour penalty

Baseencpenalty.gif

Where e is the encumbrance rating of the armour, S is an arbitrary scale the base is used at for the particular penalty, a is the armour skill of the subject, and s is the strength of the subject.

This penalty is not applied directly, rather it is used in evasion, to hit, and cast chance. For to hit the scale used is 20, while for evasion and cast the scale used is 100. This syntax is the same for the other formula.


Armour to hit penalty

ToHitPenalty.gif

This amount reduces the accuracy of your melee attacks and decreases the chance of performing an unarmed auxiliary attack without the corresponding mutation.

After calculating this formula; first the result of the division by 20 is randomly rounded up or down, then a value from 1 to the penalty is randomly selected as the final penalty applied for each attack. Typically this means that the highest possible penalty value is much less likely than any other roll.


Adjusted evasion penalty

AdjustedEvasionPenalty.gif

This amount is subtracted from your evasion along with other factors such as your size and dodge skill before being stepped down.


Dodging penalty

AdjustedDodgePenalty.gif


Where B is the base dodge bonus (formula shown), S is the relationship between strength and encumbrance, d is dodge skill, D is dexterity stepped down if it is above 24, and F is normalized size factor.

This penalty along with the evasion penalty impacts your ability to evade attacks. Due to the change of function when encumbrance nears strength, this penalty makes it a good idea to have a strength equal to or larger than two minus the encumbrance of the armour.

The size factor is normalized around medium size, and can be derived from the following table:

Size Size factor
Little: Spriggan 2
Small: Kobold, Halfling 1
Medium: Most Races 0
Large: Troll, Ogre, Centaur, Naga -1


Stealth penalty

StealthPenalty.gif

This penalty is subtracted from your stealth score.


Spellcasting penalty

CastPenalty.gif

If this added to your shield penalty is positive then it is added to your failure chance. See spell success for more information.


Encumbrance Penalty Analysis

By calculating the second derivative of the dodge penalty plus the evasion penalty (formula shown above), we can measure the gains from additional strength for any given character. Using this information we can determine what value you would want to raise your strength to for the greatest benefit. The graph on the right shows a spike in gains from strength at two lower than the encumbrance rating of the armour, however a few points after that spike tend to be fairly beneficial as well. This relationship leads to the rule of thumb for strength that you should at least raise it to the same number as your encumbrance, however more strength is still likely to have a noticeable impact.

The gains in dodge from strength for common body armour.

AdjustedDodgePenaltySecondDerivative.gif


History

In 0.18, there is a new good mutation that reduces armour ER by some levels.

Armour no longer slows down unarmed melee attacks, and some of the mathematics have changed between 0.13 and 0.17.

Encumbrance ratings were introduced in 0.13, replacing the EV penalty system.