Difference between revisions of "Pillar dancing"

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[[Pillar dancing]] is a technique for avoiding or otherwise forstalling a battle until a more opportune moment. In simplest form, pillar dancing is just walking in circles for an indefinite amount of time. However, there are quite a few complexities that come along with it.  
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The term [[Pillar dancing]] is a technique for avoiding or otherwise forstalling a battle until a more opportune moment. In simplest form, pillar dancing is just walking in circles for an indefinite amount of time. However, there are quite a few complexities that come along with it.  
  
To pillar dance, simply flee a pursuing enemy of the same (or lower) speed around a small "pillar" of walls - anywhere from a 1x2 block to a whole ring of rooms - always going away and eventually going the whole around. Remember that both you and monsters can cross diagonals. Preferably, you should be in a mapped out, open area, to minimize the chances of another monster wandering in.
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To pillar dance, simply flee a pursuing enemy of the same (or lower) speed around a small "pillar" of walls - anywhere from a 1x2 block to a whole ring of rooms - always going away and eventually going the whole around. Preferably, you should be in a mapped out, open area, to minimize the chances of another monster wandering in. If the pillar is large enough that monsters leave your [[line of sight]], then your [[Stealth]] might cause the monster to forget about you and wander off.
  
 
If the enemy doesn't have any ranged attacks, then you should be regenerating both [[HP]] and [[MP]]. For the most part, monsters will also regenerate HP. Therefore, this strategy can be used to 'reset' fights from the beginning; or to just take a few extra MP for a spell that'll kill the foe, guaranteed.
 
If the enemy doesn't have any ranged attacks, then you should be regenerating both [[HP]] and [[MP]]. For the most part, monsters will also regenerate HP. Therefore, this strategy can be used to 'reset' fights from the beginning; or to just take a few extra MP for a spell that'll kill the foe, guaranteed.
  
 
==Random Energy==
 
==Random Energy==
The main thing you have to watch out for is the [[energy randomization]] mechanic. Monsters of 10 (normal) speed will occasionally get +/- 0.1 deca[[Aut]] of time whenever moving, with faster monster getting more. The main take away is to '''always be prepared to take at least 1 hit''' from any same-speed enemies you may be pillar dancing. A particularly lucky monster may get 1 attack every 10 turns. Monsters that attack slowly, like [[ogre]]s, flat out can't catch up to you in this way.
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The main thing you have to watch out for is the [[Energy randomisation]] mechanic. Monsters of 10 (normal) speed will occasionally get +/- 0.1 deca[[Aut]] of time whenever moving, with faster monster getting more. The main take away is to '''always be prepared to take at least 1 hit''' from any same-speed enemies you may be pillar dancing. A particularly lucky monster may get 1 attack every 10 turns. Monsters that attack slowly, like [[ogre]]s, flat out can't catch up to you in this way.
  
However, this same mechanic is a benefit of pillar dancing. Given enough time, enemies will lag behind a space, potentially giving you a space. Said space can be useful for entering up the stairs, without bringing any monsters up. As the extra attack also uses up a monster's energy, monsters that get a free attack are more likely to then lag behind you. You can still continue to dance even with a space - it is even safer that way
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However, this same mechanic is a benefit of pillar dancing. Given enough time, enemies will lag behind a space, potentially giving you a space. Said space can be useful for entering up the stairs, without bringing any monsters up. As the extra attack also uses up a monster's energy, monsters that get a free attack are more likely to then lag behind you. You can still continue to dance even with a space - it is even safer that way.
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Also, this is the reason why using a 1x1 block as a pillar is not recommended. While it is possible, getting a monster to lag behind means you won't get any space - it'll just move in the other direction (forcing you to do the same).
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==Tips & Tricks==
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*Remember that both you and monsters can cross diagonals. Monsters will generally take the most efficent path to get to you, so one mistep means taking 1 attack.
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*If a ranged monster is just on the edge of line of sight, you can still pillar dance them (of course, requiring a pillar of sufficent size to do so). As monsters can't attack you while out of sight, they'll always spend their first turn chasing you; and if they then attack, you will most likely be able to escape.
  
 
==History==
 
==History==
*In [[0.29]], random energy will be replaced with [[Attacks of Opportunity]], a much stricter counter to pillar dancing.
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*In [[0.29]], random energy will be replaced with [[attacks of opportunity]], a much stricter counter to pillar dancing.
 
*Prior to [[0.26]], [[food]] served as a (very) soft, medium-term counter to pillar dancing; running out of food would force you to take a turn to eat.
 
*Prior to [[0.26]], [[food]] served as a (very) soft, medium-term counter to pillar dancing; running out of food would force you to take a turn to eat.
 
*Prior to [[0.21]], monsters would [[monster generation|spawn]] over time; these monsters could catch you off guard
 
*Prior to [[0.21]], monsters would [[monster generation|spawn]] over time; these monsters could catch you off guard

Revision as of 07:13, 9 June 2022

Version 0.28: This article may not be up to date for the latest stable release of Crawl.

The term Pillar dancing is a technique for avoiding or otherwise forstalling a battle until a more opportune moment. In simplest form, pillar dancing is just walking in circles for an indefinite amount of time. However, there are quite a few complexities that come along with it.

To pillar dance, simply flee a pursuing enemy of the same (or lower) speed around a small "pillar" of walls - anywhere from a 1x2 block to a whole ring of rooms - always going away and eventually going the whole around. Preferably, you should be in a mapped out, open area, to minimize the chances of another monster wandering in. If the pillar is large enough that monsters leave your line of sight, then your Stealth might cause the monster to forget about you and wander off.

If the enemy doesn't have any ranged attacks, then you should be regenerating both HP and MP. For the most part, monsters will also regenerate HP. Therefore, this strategy can be used to 'reset' fights from the beginning; or to just take a few extra MP for a spell that'll kill the foe, guaranteed.

Random Energy

The main thing you have to watch out for is the Energy randomisation mechanic. Monsters of 10 (normal) speed will occasionally get +/- 0.1 decaAut of time whenever moving, with faster monster getting more. The main take away is to always be prepared to take at least 1 hit from any same-speed enemies you may be pillar dancing. A particularly lucky monster may get 1 attack every 10 turns. Monsters that attack slowly, like ogres, flat out can't catch up to you in this way.

However, this same mechanic is a benefit of pillar dancing. Given enough time, enemies will lag behind a space, potentially giving you a space. Said space can be useful for entering up the stairs, without bringing any monsters up. As the extra attack also uses up a monster's energy, monsters that get a free attack are more likely to then lag behind you. You can still continue to dance even with a space - it is even safer that way.

Also, this is the reason why using a 1x1 block as a pillar is not recommended. While it is possible, getting a monster to lag behind means you won't get any space - it'll just move in the other direction (forcing you to do the same).

Tips & Tricks

  • Remember that both you and monsters can cross diagonals. Monsters will generally take the most efficent path to get to you, so one mistep means taking 1 attack.
  • If a ranged monster is just on the edge of line of sight, you can still pillar dance them (of course, requiring a pillar of sufficent size to do so). As monsters can't attack you while out of sight, they'll always spend their first turn chasing you; and if they then attack, you will most likely be able to escape.

History

  • In 0.29, random energy will be replaced with attacks of opportunity, a much stricter counter to pillar dancing.
  • Prior to 0.26, food served as a (very) soft, medium-term counter to pillar dancing; running out of food would force you to take a turn to eat.
  • Prior to 0.21, monsters would spawn over time; these monsters could catch you off guard
  • Prior to 0.6, monster speed was not random, making pillar dancing much safer.