Difference between revisions of "Slaying"

From CrawlWiki
Jump to: navigation, search
m
 
(28 intermediate revisions by 3 users not shown)
Line 1: Line 1:
{{version028}}
+
{{version031}}
'''Slaying''' is a term used to describe a property that increases a character's [[accuracy]] and [[damage]] in melee and ranged combat. Slaying does not affect [[spellcasting]], [[wand]] use, or anything else that isn't melee or ranged combat. It is functionally identical to weapon [[enchantment]], but affects unarmed attacks as well.
+
'''Slaying''' ('''Slay''') is a property that increases your [[accuracy]] and [[damage]] in melee and ranged combat. It doesn't affect [[spell]]s, [[wand]]s, or anything else. It is functionally identical to weapon [[enchant]]ment, but affects unarmed attacks and [[auxiliary attacks]] as well.
  
 
==Mechanics==
 
==Mechanics==
 +
In short, +1 slaying adds +1 to both accuracy roll and damage roll. Slaying is identical to weapon [[enchant]]ment, except it also affects auxiliary attacks.
 +
 
===Accuracy===
 
===Accuracy===
The total of all of a character's slaying bonuses are added to the player's [[to-hit]] number, in the same way as weapon enchantment. A random number from 1 to the player's total to-hit is checked against a monster's [[EV]] to determine if the player lands a blow; thus, it is not a flat accuracy increase that is provided, but an increase in accuracy on average.
+
Slaying bonuses add to the player's [[to-hit]] number.  
 +
 
 +
A player's total to-hit is compared to [[EV]] to determine a hit. Therefore, slaying is not a flat increase to % to hit, but an increase in accuracy on average.
  
 
===Damage===
 
===Damage===
The character's total slaying bonus is added to the enchantment of the player's weapon (and applies to [[unarmed combat]] as well). In combat, the player gets a damage bonus of 1d(enchantment+slaying). Unlike base damage, this bonus is not affected by the player's skill.  The total damage done is then adjusted appropriately by the monster's [[AC]], meaning that slaying can be very useful in helping to get past a monster's armour.
+
Slaying bonuses add to the damage roll of a weapon, unarmed combat, and auxiliary attacks. The player gets a damage bonus of <code>uniform(enchant + slaying)</code> (that is, a roll from 0 to <enchant + slaying>). Slaying is not impacted by [[skill]] or [[strength]], but it ''is'' affected by [[brand]]s like [[freezing]] and [[flaming]].
  
 
==Sources==
 
==Sources==
There are a number of sources of slaying bonuses:
+
There are a number of sources of slaying bonuses:<ref>{{source ref|0.30.1|player.cc|3494}}</ref>
  
* A [[ring of slaying]].
+
*A [[ring of slaying]].
* [[Artefact]]s may provide a bonus or penalty, displayed as {Slay ±X}.
+
*[[Artefact]]s may provide a bonus or penalty, displayed as {Slay ±X}.
* The spell [[Wereblood]] provides a variable amount of slaying, increasing by 1 for every monster killed.
+
*The spell [[Fugue of The Fallen]] provides a variable amount of slaying, increasing by 1 for every monster killed.
* The [[Wu Jian Council]]'s Heavenly Storm provides a variable slay and [[EV]] bonus, starting with 5 and increasing by 1 for every martial attack you perform.
+
*The [[Wu Jian Council]]'s Heavenly Storm provides a variable slay and [[EV]] bonus, starting with 5 and increasing by 1 for every martial attack you perform.
* [[Gloves]] with [[hurling]] ego provide a +4 slaying bonus to [[Throwing]] weapons.
+
*[[Gloves]] with [[hurling]] ego provide a +4 slaying bonus to [[Throwing]] weapons.
 +
 
 +
And sources of negative slaying:
 +
*[[Ru#Sacrifices|Sacrifice Courage]]'s Horrified condition.
  
 
There are also a number of slaying-like effects:
 
There are also a number of slaying-like effects:
* The glove ego [[Infusion]] gives a melee damage bonus of +2, though there is no accuracy boost.
+
*The [[Might]] status gives a flat +1d10 bonus to melee damage. This is added as a separate effect from slay/enchantment. For example, having Might and +10 slay (1d10 + 1d11 - 1) would be more consistent damage-wise than +20 slay (1d21 - 1) would be, even if the average increase in damage is roughly the same. It doesn't increase to-hit.
* The effect [[Might]] gives a flat +1d10 bonus to melee damage. This is added straight to your damage, meaning that Might gives a more consistent damage bonus than 10 slaying would even if the average increase in damage is roughly the same.
+
*Gloves with the [[Infusion]] ego give +4 to the damage bonus of only melee attacks (not auxiliary or ranged attacks), at the cost of 1 MP per strike. They don't increase to-hit.
* [[Ru]]'s Sacrifice Eye functions like a -5 accuracy malus, though it affects magic too.
+
*[[Corrosion]] lowers damage bonus and AC by 4 per rank of corrosion. It doesn't lower to-hit.
 +
*[[Ru]]'s Sacrifice Eye functions like a -5 to-hit malus, though it affects magic too, and doesn't lower damage.
  
 
==Strategy==
 
==Strategy==
Most characters will want as much slaying as they can get.
+
Melee and ranged characters will want as much slaying as they can afford. Slaying is relatively better for quicker weapons, as its damage is independent from weapon base damage. Be rational about it: a +2 slaying bonus does not make a -1 randart [[leather armour]] a worthwhile proposition on your [[Mi]][[Be]].
 +
 +
[[Strength]] adds 2.5% damage from a weapon's (base damage * skill multiplier); 1 strength equals 1 slay at 40 pre-strength damage, before auxiliary attacks. Slay is better at lower damage values and also increases [[to-hit]]. Slay also increases the aforementioned aux attacks.
  
As slaying does not increase spell damage, it is generally a secondary priority for spellcasters, with properties such as [[wizardry]] or [[intelligence]] bonuses usually being preferable.
+
Slaying doesn't affect spells, except for spells that attack with your weapon, so it's largely a nonpriority for casters.
 
 
Melee characters should highly prioritize slaying, but be rational about it: a +2 slaying bonus does not make a -1 randart [[leather armour]] a worthwhile proposition on your MiBe.
 
  
 
==History==
 
==History==
*Prior to [[0.26]], the aptly named [[Song of Slaying]] gave slaying (like Wereblood).
 
 
*Prior to [[0.15]], there were separate slaying bonuses for accuracy and damage. Bonuses were shown in the form ''+x, +y'', where ''x'' was the accuracy bonus, and ''y'' was the damage bonus
 
*Prior to [[0.15]], there were separate slaying bonuses for accuracy and damage. Bonuses were shown in the form ''+x, +y'', where ''x'' was the accuracy bonus, and ''y'' was the damage bonus
 
*Prior to [[0.10]], slaying bonuses for damage were added to the weapon's base damage, meaning that they would be increased by having high weapon/[[Fighting]] skill.  When this was changed, slaying bonuses were generally increased to compensate.
 
*Prior to [[0.10]], slaying bonuses for damage were added to the weapon's base damage, meaning that they would be increased by having high weapon/[[Fighting]] skill.  When this was changed, slaying bonuses were generally increased to compensate.
 +
 +
==References==
 +
<references/>
  
 
[[Category:Game mechanics]]
 
[[Category:Game mechanics]]

Latest revision as of 22:51, 15 February 2024

Version 0.31: This article is up to date for the latest stable release of Dungeon Crawl Stone Soup.

Slaying (Slay) is a property that increases your accuracy and damage in melee and ranged combat. It doesn't affect spells, wands, or anything else. It is functionally identical to weapon enchantment, but affects unarmed attacks and auxiliary attacks as well.

Mechanics

In short, +1 slaying adds +1 to both accuracy roll and damage roll. Slaying is identical to weapon enchantment, except it also affects auxiliary attacks.

Accuracy

Slaying bonuses add to the player's to-hit number.

A player's total to-hit is compared to EV to determine a hit. Therefore, slaying is not a flat increase to % to hit, but an increase in accuracy on average.

Damage

Slaying bonuses add to the damage roll of a weapon, unarmed combat, and auxiliary attacks. The player gets a damage bonus of uniform(enchant + slaying) (that is, a roll from 0 to <enchant + slaying>). Slaying is not impacted by skill or strength, but it is affected by brands like freezing and flaming.

Sources

There are a number of sources of slaying bonuses:[1]

  • A ring of slaying.
  • Artefacts may provide a bonus or penalty, displayed as {Slay ±X}.
  • The spell Fugue of The Fallen provides a variable amount of slaying, increasing by 1 for every monster killed.
  • The Wu Jian Council's Heavenly Storm provides a variable slay and EV bonus, starting with 5 and increasing by 1 for every martial attack you perform.
  • Gloves with hurling ego provide a +4 slaying bonus to Throwing weapons.

And sources of negative slaying:

There are also a number of slaying-like effects:

  • The Might status gives a flat +1d10 bonus to melee damage. This is added as a separate effect from slay/enchantment. For example, having Might and +10 slay (1d10 + 1d11 - 1) would be more consistent damage-wise than +20 slay (1d21 - 1) would be, even if the average increase in damage is roughly the same. It doesn't increase to-hit.
  • Gloves with the Infusion ego give +4 to the damage bonus of only melee attacks (not auxiliary or ranged attacks), at the cost of 1 MP per strike. They don't increase to-hit.
  • Corrosion lowers damage bonus and AC by 4 per rank of corrosion. It doesn't lower to-hit.
  • Ru's Sacrifice Eye functions like a -5 to-hit malus, though it affects magic too, and doesn't lower damage.

Strategy

Melee and ranged characters will want as much slaying as they can afford. Slaying is relatively better for quicker weapons, as its damage is independent from weapon base damage. Be rational about it: a +2 slaying bonus does not make a -1 randart leather armour a worthwhile proposition on your MiBe.

Strength adds 2.5% damage from a weapon's (base damage * skill multiplier); 1 strength equals 1 slay at 40 pre-strength damage, before auxiliary attacks. Slay is better at lower damage values and also increases to-hit. Slay also increases the aforementioned aux attacks.

Slaying doesn't affect spells, except for spells that attack with your weapon, so it's largely a nonpriority for casters.

History

  • Prior to 0.15, there were separate slaying bonuses for accuracy and damage. Bonuses were shown in the form +x, +y, where x was the accuracy bonus, and y was the damage bonus
  • Prior to 0.10, slaying bonuses for damage were added to the weapon's base damage, meaning that they would be increased by having high weapon/Fighting skill. When this was changed, slaying bonuses were generally increased to compensate.

References

  1. player.cc:3494 (0.30.1)