Difference between revisions of "Slaying"

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'''Slaying''' is a term used to describe a property that increases a character's [[accuracy]] and/or [[damage]] in melee and ranged combat.  It is often given in the form of a ''+x, +y slaying bonus'', where ''x'' will be the accuracy bonus, and ''y'' will be the damage bonus.  Slaying does not affect [[spellcasting]], [[wand]] use, or anything else that isn't melee or ranged combat.  
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{{version029}}
 
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'''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 [[enchant]]ment, but affects unarmed attacks and [[auxiliary attacks]] as well.
Players may sometimes refer to a character or an item as having ''x slaying'': in that case, they mean the damage bonus, which is virtually always the more important of the two.
 
  
 
==Mechanics==
 
==Mechanics==
 
===Accuracy===
 
===Accuracy===
The total of all of a character's accuracy bonuses are added to the player's [[to-hit]] number.  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.
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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.
  
 
===Damage===
 
===Damage===
The character's total slaying bonus is added to the "effective enchantment" of the player's weapon (and applies to [[unarmed combat]] as well).  In combat, the player gets a damage bonus of ''1d(effective enchantment)''. 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.
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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 or strength.  The total damage done is then adjusted appropriately by your [[brand]] and the monster's [[AC]].
  
 
==Sources==
 
==Sources==
There are a number of sources of slaying bonuses:
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There are a number of sources of slaying bonuses<ref>{{source ref|0.29.0|player.cc|3440}}</ref>:
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* A [[ring of slaying]].
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* [[Artefact]]s may provide a bonus or penalty, displayed as {Slay ±X}.
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* The spell [[Wereblood]] provides a variable amount of slaying, increasing by 1 for every monster killed.
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* 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.
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* [[Gloves]] with [[hurling]] ego provide a +4 slaying bonus to [[Throwing]] weapons.
  
* A ''+x, +y'' [[ring of slaying]] provides a bonus of ''x'' to accuracy and ''y'' to damage.
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And sources of negative slaying:
* [[Artefact]]s with the "It increases your accuracy" or "It increases your damage-dealing abilities" give slaying bonuses.
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*[[Ru#Sacrifices|Sacrifice Courage]]'s Horrified condition.
* The spell [[Song of Slaying]] provides a variable amount of slaying, depending on the toughest monster you've killed while the spell is active.
 
* [[Bracers of archery]] are a special case, in that they provide different slaying bonuses to melee and ranged combat: they give +5, +3 to ranged, but -1, -1 to melee.
 
  
 
There are also a number of slaying-like effects:
 
There are also a number of slaying-like effects:
 
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* The effect [[Might]] gives a flat +1d10 bonus to melee damage. This is added as a seperate effect from slay/enchantment, meaning that Might gives a more consistent damage bonus than 10 slaying would, even if the average increase in damage is roughly the same. It doesn't increase to-hit.
* The effect [[Might]] (which is also a part of [[Berserk]]) gives a flat +1d10 bonus to melee damage. This is somewhat different from normal slaying in that it is not added to the character's effective enchantment, but just added straight on to his or her total damage.  Effectively, this means that Might gives a more consistent damage bonus than 10 slaying would, even if the average increase in damage is the same.
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* 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.
* The spell [[Infusion]] gives a damage bonus of 2-4.  However, monster AC applies to this damage bonus separately from the character's main attack, making it more akin to an extra attack with an unenchanted dagger than a slaying bonus.
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* [[Corrosion]] lowers damage bonus and AC by 4 per rank of corrosion. It doesn't lower to-hit.
* The spell [[Corona]] gives an increase in accuracy, but only against one monster. Also, the bonus (+2 to +9) is applied after the to-hit number is rolled.
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* [[Ru]]'s Sacrifice Eye functions like a -5 to-hit malus, though it affects magic too.
* [[The Shining One]]'s halo gives an accuracy bonus against creatures inside the halo.
 
* An [[amulet of inaccuracy]] functions somewhat like a -5 accuracy bonus, except that it affects magic as well as melee and ranged combat.
 
  
 
==Strategy==
 
==Strategy==
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Melee and ranged characters will want as much slaying as they can get. Slaying is relatively better for quicker weapons, as its damage is independent from weapon damage. Be rational about it: a +2 slaying bonus does not make a -1 randart [[leather armour]] a worthwhile proposition on your [[Mi]][[Be]].
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[[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.
  
Most characters will want as much to-damage slaying as they can get.  To-hit slaying is considerably less valuable - it is rarely worth using a piece of equipment solely for such a bonus.
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Slaying doesn't affect spells, except for spells that attack with your weapon, so it's largely a nonpriority for casters.
 
 
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.
 
  
Melee characters should highly prioritize slaying, but be rational about it: a +2 damage bonus does not make a -1 randart [[scale mail]] a worthwhile proposition on your MiBe.
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==References==
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<references/>
  
 
==History==
 
==History==
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.
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*Prior to [[0.26]], the aptly named [[Song of Slaying]] gave slaying (being renamed to [[Wereblood]]).
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*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
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*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.
  
 
[[Category:Game mechanics]]
 
[[Category:Game mechanics]]

Revision as of 22:26, 21 January 2023

Version 0.29: This article may not be up to date for the latest stable release of Crawl.

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 and auxiliary attacks as well.

Mechanics

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.

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 or strength. The total damage done is then adjusted appropriately by your brand and the monster's AC.

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 Wereblood 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 effect Might gives a flat +1d10 bonus to melee damage. This is added as a seperate effect from slay/enchantment, meaning that Might gives a more consistent damage bonus than 10 slaying would, 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.

Strategy

Melee and ranged characters will want as much slaying as they can get. Slaying is relatively better for quicker weapons, as its damage is independent from weapon 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.

References

  1. player.cc:3440 (0.29.0)

History

  • Prior to 0.26, the aptly named Song of Slaying gave slaying (being renamed to 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 0.10, 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.