Difference between revisions of "Spell Success"

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'''Spell success''' is the rate at which casting a [[spell]] can be expected to succeed.
 
'''Spell success''' is the rate at which casting a [[spell]] can be expected to succeed.
As of 0.10.3 spell success rate is determined by a complex combination of:
+
Spell success rate is determined by a complex combination of:
  
* Spell skills
+
* Spell-related skills
 
* [[Intelligence]]
 
* [[Intelligence]]
 
* Spell level
 
* Spell level
* Armour EV penalty, mitigated by [[Strength]] and [[Armour (skill)|Armour skill]]
+
* Armour and Shield penalty, mitigated by [[Armour (skill)|Armour skill]] and [[Shields (skill)|Shields skill]]
* Shield penalty, mitigated by the [[Shields (skill)|Shields skill]]
+
* Mutation Penalty ([[Good_mutations#Wild_Magic|Wild Magic]])
* Transformations penalties for ([[Blade Hands]], [[Bat Form]], and [[Spider Form]]) and Mutations ([[Good_mutations#Wild_Magic|Wild Magic]])
 
 
* Piety with [[Vehumet]] for [[Conjurations]] spells
 
* Piety with [[Vehumet]] for [[Conjurations]] spells
 
* Any equipped wizardry items
 
* Any equipped wizardry items
Line 19: Line 18:
 
== Spell success calculations ==
 
== Spell success calculations ==
  
It is debatable whether the following formulae are of real use during a game. However, inflection points such when the extra armour EV penalty disappears are fairly easy to discern. Calculating this stuff on the fly is only for savants!
+
It is debatable whether the following formulae are of real use during a game. However, inflection points such when the extra armour EV penalty disappears are fairly easy to discern. Calculating this stuff on the fly is only for savants! However, one can refer example section of this page for Lv 9 magics, which requires tremendous amount of experience to be stabilized.
  
 
=== Base chance ===
 
=== Base chance ===
  
The code talks in terms of chance of ''failure'', not success. Therefore, we want the spellFailure chance to be as low as possible - in fact, to reach a Perfect success rate, your chance to fail has to be '''negative'''. More on that below.
+
The source code talks in terms of chance of ''failure'', not success. Therefore, we want the spellFailure chance to be as low as possible - in fact, to reach a Perfect success rate, your chance to fail has to be '''negative'''. More on that below.
  
 
To begin with, there's a 60% chance of failure. From this, two things are subtracted - twice the caster's Intelligence, and a value calculated from the user's relevant skills. This value is similar to (but simpler than) the [[spell power]]. Note that these two factors are the only ones that '''directly''' improve spell success, while other factors described below only serve to ''mitigate'' spellcasting penalties. Therefore, focus on these areas if you want to maximize your spellcasting chances, particularly spell skills.
 
To begin with, there's a 60% chance of failure. From this, two things are subtracted - twice the caster's Intelligence, and a value calculated from the user's relevant skills. This value is similar to (but simpler than) the [[spell power]]. Note that these two factors are the only ones that '''directly''' improve spell success, while other factors described below only serve to ''mitigate'' spellcasting penalties. Therefore, focus on these areas if you want to maximize your spellcasting chances, particularly spell skills.
Line 37: Line 36:
 
=== Spell skills ===
 
=== Spell skills ===
  
Very similar to the first part of the spell power calculation - in fact, it's the same bit of code that does it. Half of [[Spellcasting]] is added to twice the average of all the spell schools used in the spell.
+
Now they use very familiar equation with spellcasting equation. The main difference is, spell skill boost effect of potion of brilliance is not counted here.
  
   spellSkills = [Spellcasting / 2]
+
   S_0 = [Spellcasting / 2] + [Average(SpellSkills) * 2]
              + [Average(SpellSkills) * 2]
+
 
 +
  spell skills = 50 * log_2 (1 + S_0 / 50)
 +
 
 +
This value (6 * spell skills) is naturally capped at 370, assuming level 27 on relevant spell skills and spellcasting.
  
 
=== Spell difficulty ===
 
=== Spell difficulty ===
Line 47: Line 49:
  
 
   spellDifficulty =  3 (level 1)
 
   spellDifficulty =  3 (level 1)
                     15 (level 2)
+
                     15 (level 2)  (+12)
                     35 (level 3)
+
                     35 (level 3)  (+20)
                     70 (level 4)
+
                     70 (level 4)  (+35)
                     100 (level 5)
+
                     100 (level 5)  (+30)
                     150 (level 6)
+
                     150 (level 6)  (+50)
                     200 (level 7)
+
                     200 (level 7)  (+50)
                     260 (level 8)
+
                     260 (level 8)  (+60)
                     330 (level 9)
+
                     330 (level 9)   (+70)
 
 
=== Armour and shield penalties ===
 
 
 
The spellcasting penalties from armour and shields are linked together. The gist of it, for body armour, is as follows:
 
 
 
* The more a piece of body armour impedes [[Evasion]], the more it will impede spellcasting.
 
* If your character's Strength is not at least three times your body armour's EV penalty, you receive an ''additional'' penalty to spellcasting.
 
* The Armour skill reduces your body armour's penalty, but non-elven armours with -3EV penalty or higher cannot have their penalty fully removed.
 
 
 
And for shields:
 
  
* The larger the shield, the larger the penalty. Bucklers are your friends.
+
=== Armour and shield penalties (Under Construction) ===
* The Shields skill offsets the spellcasting penalty.
 
* For medium size characters every 5 points of Shield eliminates the penalty associated with a single point of EV penalty.  Larger characters require less Shield skill, while smaller characters require more.
 
* If you are using a 0 EVP body armour, you need less Shield skill to remove the penalty. See [[Shields#Shield_Penalties|shield penalties]].
 
  
Racial armour also has an effect. Elven armour impedes spellcasting less than normal armour, while dwarven armour impedes it more. Wearing racial armour that matches the character's species reduces the penalty - which, for dwarves in dwarven armour, actually cancels out the racial penalty. Note that only body armour and shields affect spellcasting; bardings inflict no spellcasting penalty.
+
  Armour/Shield Penalty = 19 * (armour penalty) + 19 * (shield penalty)
  
For the non-math inclined:
+
  armour penalty = 0.4 * (Encumbrance Rating)^2
 +
                  * (45 - Armour skill Lv) / 45
 +
                  / (Str + 3)
  
* Elven leather has no spell casting penalty.
+
  shield penalty = max(0, (EV Penalty) - (Shield Skill Lv) / (Player species factor) )
* Elves can wear elven ring mail (-2 EV) with no spell casting penalty (assuming no additional shield penalty).
 
* Orcs can wear orcish leather with no spell casting penalty (assuming no additional shield penalty).
 
* Dwarven armor should be avoided for non-Dwarf characters.
 
* 9 points in Armor skill removes the spell casting penalty for leather (assuming no additional shield penalty).
 
* 27 points in Armor skill removes the spell casting penalty for all -2 EV armors (assuming no additional shield penalty).
 
  
  armourShieldPenalty = max(0,
+
Player species factor is 5 for normal species, 3 for large species, and 7 for small species, respectively. Spriggans have 9, though they only can use bucklers.
                            max(0,
 
                                25 * adjustedArmourEVPenalty
 
                              - racialArmourSpellcastingBonus)
 
                          + 25 * adjustedShieldEVPenalty
 
                          - 2000)
 
                      / 100
 
 
 
  adjustedArmourEVPenalty = 0 if armour EV penalty is 0, otherwise
 
                            (EV penalty + max(3 * EV penalty - Strength, 0))
 
                          * (45 - Armour skill)
 
                          * 100
 
                          / 45
 
 
 
  adjustedShieldEVPenlaty = 0 if no shield, otherwise
 
                            max(0,
 
                                EV penalty * 100
 
                              - (Shield skill * 100 / max(1, 5 + sizeEvasionFactor)))
 
 
 
  racialArmourSpellcastingBonus = 0
 
                                + 2500 if elven armour
 
                                - 1500 if dwarven armour
 
                                + 1500 if in correct racial armour (eg, orc in orcish armour)
 
  
 
=== Step down ===
 
=== Step down ===
Line 112: Line 76:
 
{| class="prettytable" border=1
 
{| class="prettytable" border=1
 
|-
 
|-
!Description!!Success rate!!Needed fail chance
+
!Description!!Failure rate!!Needed fail chance
 
|-
 
|-
|Fair||50%||50
+
|Fair||45%||45
 
|-
 
|-
|Good||70%||10
+
|Good||30%||10
 
|-
 
|-
|Very Good||80%||−24
+
|Very Good||20%||−24
 
|-
 
|-
|Great||90%||−80
+
|Great||10%||−80
 
|-
 
|-
|Excellent||95%||−140
+
|Excellent||4%||−140
 
|-
 
|-
|Perfect||100%||−180
+
|Perfect||0%||−180
 
|-
 
|-
 
|}
 
|}
  
For Excellent, −140 actually gives a 96% chance of success here. It's not possible to hit 95% directly.
 
  
 
From −60 to −180 it's linear, with each difference of 20 giving 2% in the final spell success chance. So penalties affect bad wizards more than good ones. Penalty mitigation (for armour) applies before this, so the stepping function doesn't change that.
 
From −60 to −180 it's linear, with each difference of 20 giving 2% in the final spell success chance. So penalties affect bad wizards more than good ones. Penalty mitigation (for armour) applies before this, so the stepping function doesn't change that.
  
=== Transformations penalties and Mutations ===
+
=== Mutations ===
 +
 
 +
From now on, we work with STEPPED DOWN failure rates.
  
Blade Hands gives a penalty of 20, and [[Bat Form|Bat]] and [[Spider Form]] each gives a penalty of 10. The [[Good_mutations#Wild_Magic|Wild Magic]] mutation gives a penalty of 7 for each level. Note that as this happens after the stepping, these can be taken as a direct on the spell success chances (modulo any enhancers - that suggests that for [[Transmuter]]s, they are of greater value).
+
  Placid magic: Failure Rate - 2%
 +
  Wild magic:  Failure Rate + 4%
 +
  Anti-Wizadry: Failure Rate + 4%
  
It's instructive to note the transformations that don't penalize spell success: [[Ice Form]], [[Statue Form]] and [[Dragon Form]].
+
The unrandart [[Hat of the High Council]] increases failure by 7% rather than 4%.
  
  transformationPenalty = 20 (for Blade Hands)
+
=== Other Penalties ===
                          10 (for Bat or Spider Form)
+
 
 +
The [[Sap Magic]] status has a 50% chance to increase your spell failure rates by 12% each time you cast a spell. This maxes out at a penalty of 36%.
 +
 
 +
The [[Vertigo]] status increases failure by 7%.
  
 
=== Wizardry, Vehumet, and other factors ===
 
=== Wizardry, Vehumet, and other factors ===
Line 147: Line 117:
 
* Vehumet knocks 1/3 off the fail chance for Conjurations for disciples in good standing (piety over 70).
 
* Vehumet knocks 1/3 off the fail chance for Conjurations for disciples in good standing (piety over 70).
  
*[[Potion_of_brilliance|Brilliance]] decreases the fail chance by one third (in addition to a wizardry bonus).
+
* Rings of wizardry and staves of wizardry give some assistance, given by their "Wizardry" bonus in that column, but they suffer from decreasing cumulative effects. Other spell enhancers, such as rings of fire/ice or staves of various kinds, do not affect spell success chances, only their power. Wizardry effect is determined using this formula:
 +
 
 +
  Reduced Failure rate = Failure rate * 6 / (7 + # of Wizardry Items)
 +
 
 +
* Potion of brilliance: Failure rate / 2  (Directly to max level of reduction)
 +
 
 +
Note that there is an hard cap of 50% for the effect of all enhancers. For Vehumet worshippers, one wizardry bonus brings a character to the 50% limit, eliminating the need for multiple Wizardry effects..
 +
 
 +
===The final step===
 +
 
 +
The number we have obtained isn't the final chance of failure. The game doesn't compare that number with a random number between 0 and 99, but with the sum of three numbers divided by three.
 +
(1d101 + 1d101 + 1d100 - 3)/3 < fail chance
 +
 
 +
This is equivalent to applying this transformation to the chance of failure:
  
* Rings of wizardry and staves of wizardry give some assistance, given by their "Wizardry" bonus in that column, but they suffer from decreasing cumulative effects. Look up the combination of '''R'''ings and '''S'''taves you have in the table below. Other spell enhancers, such as rings of fire/ice or staves of various kinds, do not affect spell success chances, only their power. Wizardry is determined using this formula:
+
[[Image:Spell_success_transformation.png]]
  
  Wizardry = +3 (for every ring of wizardry)
+
This sigmoid function makes it more difficult to decrease your failure rate when it is high or low, but it will go down very quickly when it is in the middle. Up to raw failure rate of 33%, one can use this formula:
            +4 (if wielding a staff of wizardry)
 
            +6 (under the effect of a potion of brilliance)
 
  
Note that there is an absolute limit of 50% for the effect of all enhancers.
+
  N                = (raw_failure_rate) * 3
 +
  Real Failure Rate = N * (N+1) * (N+2) / 6 / 101 / 101 (in unit of %)
  
The value in the "Fail chance" or "Vehumet" columns is the percentage of calculated fail chance used. Note that this happens after step down, meaning that enhancers have more effect for difficult spells than easy spells; don't load up on them if all your spells are Excellent, put on a ring of magical power instead! Looking at the table, it seems that after equipping two enhancers, you're not going to get much more benefit.
+
This can be tabulated for usefulness.
  
 
{| class="prettytable" border=1
 
{| class="prettytable" border=1
 
|-
 
|-
!Equipment!!Wizardry!!Fail chance!!Vehumet
+
!Raw Fail chance!!Actual fail chance
|-
 
|None||0||100||67
 
 
|-
 
|-
| -||1||87||58
+
|32%||14.9%
 
|-
 
|-
| -||2||79||52
+
|30%||12.3%
 
|-
 
|-
|R||3||74||50
+
|28%||10.0%
 
|-
 
|-
|S||4||71||50
+
|26%||8.1%
 
|-
 
|-
| -||5||68||50
+
|24%||6.4%
 
|-
 
|-
|RR||6||66||50
+
|22%||4.9%
 
|-
 
|-
|RS||7||64||50
+
|20%||3.7%
 
|-
 
|-
| -||8||62||50
+
|18%||2.7%
 
|-
 
|-
|RRR||9||60||50
+
|16%||1.9%
 
|-
 
|-
|RRS||10||58||50
+
|14%||1.3%
 
|-
 
|-
| -||11||56||50
+
|12%||0.8%
 
|-
 
|-
|RRRR||12||54||50
 
 
|}
 
|}
  
===The final step===
+
==Example: Stabilizing [[Fire Storm]] within 90% success rate==
The number we have obtained isn't the final chance of failure. The game doesn't compare that number with a random number between 0 and 99, but with the sum of three numbers divided by three.
+
 
(1d101 + 1d101 + 1d100 - 3)/3 < fail chance
+
For the failure rate of 10%, raw failure rate of 28% is required. Let's set Int=32, a decent value for spellcasters but not sufficient for end-game annihilator. Assuming no armour/shield penalty. This argument can be applied with any of Lv 9 spells, if one exclude Vehumet effect.
 +
 
 +
* Without any aid: Raw rate of 2% is stepped down to 28%, so 2% is the point that should be achieved. This is equivalent to 54.0 point of spell skills, requiring '''(school skill*2 + spellcasting*0.5) = 55.7'''. Even if the spellcasting is maxed out to 27, the average school skill value of 21.1 is required to cast Fire storm within 10% failure.  
 +
 
 +
* With an aid of a wizardry ring: A wizardry option knocks 1/4 of failure rate before sigmoid function, so the required raw fail rate is 38%. Raw rate of 32% is stepped down to 38%, and '''(school skill*2 + spellcasting*0.5) = 48.6'''. This value is quite easy to be achieved now, and average of 19.4 Lv including spellcasting is sufficient for 10% failure rate.
 +
 
 +
* Vehumet worshipper, or two wizardry rings: These enhancements knock off 1/3 of failure rate before sigmoid. Now the raw fail rate required before stepdown is 38%, and '''(school skill*2 + spellcasting*0.5) = 47.3'''. Required average skill Lvs, including spellcasting, is 18.9. Worshipping Vehumet really offers tremendous benefits for high-level spells.
  
This is equivalent to applying this transformation to the chance of failure:
+
* Vehumet with a wizardry ring: Maxed out enhancer effect. Raw fail rate of 56% can be used without stepdown, and '''(school skill*2 + spellcasting*0.5) = 43.3'''. Required average skill Lvs, including spellcasting, is 17.3. If one regulates spellcasting up to 15, then 17.9 Lv of each school level is sufficient!
[[Image:Spell_success_transformation.png]]
 
  
This sigmoid function makes it more difficult to decrease your failure rate when it is high or low, but it will go down very quickly when it is in the middle.
+
* [[Potion of brilliance]]: Maxed out enhancer effect with increased intelligence. Raw fail rate of 66% can be used without stepdown. '''(school skill*2 + spellcasting*0.5) = 41.1''' is required, and this reduction is huge if the caster is not aided by any of enhancers!
  
 
==See also==
 
==See also==

Revision as of 04:09, 29 March 2017

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


Spell success is the rate at which casting a spell can be expected to succeed. Spell success rate is determined by a complex combination of:

Spell success calculations

It is debatable whether the following formulae are of real use during a game. However, inflection points such when the extra armour EV penalty disappears are fairly easy to discern. Calculating this stuff on the fly is only for savants! However, one can refer example section of this page for Lv 9 magics, which requires tremendous amount of experience to be stabilized.

Base chance

The source code talks in terms of chance of failure, not success. Therefore, we want the spellFailure chance to be as low as possible - in fact, to reach a Perfect success rate, your chance to fail has to be negative. More on that below.

To begin with, there's a 60% chance of failure. From this, two things are subtracted - twice the caster's Intelligence, and a value calculated from the user's relevant skills. This value is similar to (but simpler than) the spell power. Note that these two factors are the only ones that directly improve spell success, while other factors described below only serve to mitigate spellcasting penalties. Therefore, focus on these areas if you want to maximize your spellcasting chances, particularly spell skills.

Here's an overview of the basic formula, before stepdown and miscellaneous penalties and enhancers.

 spellFailure = 60
              - [6 * spell skills]
              - [2 * Intelligence]
              + Spell difficulty
              + Armour/shield penalty

Spell skills

Now they use very familiar equation with spellcasting equation. The main difference is, spell skill boost effect of potion of brilliance is not counted here.

 S_0 = [Spellcasting / 2] + [Average(SpellSkills) * 2]
 spell skills = 50 * log_2 (1 + S_0 / 50)

This value (6 * spell skills) is naturally capped at 370, assuming level 27 on relevant spell skills and spellcasting.

Spell difficulty

A number is added, making spellcasting more difficult, dependent on the spell's level.

 spellDifficulty =   3 (level 1)
                    15 (level 2)   (+12)
                    35 (level 3)   (+20)
                    70 (level 4)   (+35)
                   100 (level 5)   (+30)
                   150 (level 6)   (+50)
                   200 (level 7)   (+50)
                   260 (level 8)   (+60)
                   330 (level 9)   (+70)

Armour and shield penalties (Under Construction)

 Armour/Shield Penalty = 19 * (armour penalty) + 19 * (shield penalty)
 armour penalty = 0.4 * (Encumbrance Rating)^2
                  * (45 - Armour skill Lv) / 45
                  / (Str + 3)
 shield penalty = max(0, (EV Penalty) - (Shield Skill Lv) / (Player species factor) )

Player species factor is 5 for normal species, 3 for large species, and 7 for small species, respectively. Spriggans have 9, though they only can use bucklers.

Step down

At this point, the spell failure is put through a step down curve. If it's over 45 (just into the 'Fair' range), it's unaffected, otherwise it needs to be progressively lower to improve the overall result. This is a stepwise curve, and complex to describe. In the table is the listed native chance to reach certain points (i.e., spell success bands), although note that there are a couple of further steps performed after this.

Description Failure rate Needed fail chance
Fair 45% 45
Good 30% 10
Very Good 20% −24
Great 10% −80
Excellent 4% −140
Perfect 0% −180


From −60 to −180 it's linear, with each difference of 20 giving 2% in the final spell success chance. So penalties affect bad wizards more than good ones. Penalty mitigation (for armour) applies before this, so the stepping function doesn't change that.

Mutations

From now on, we work with STEPPED DOWN failure rates.

  Placid magic: Failure Rate - 2%
  Wild magic:   Failure Rate + 4%
  Anti-Wizadry: Failure Rate + 4%

The unrandart Hat of the High Council increases failure by 7% rather than 4%.

Other Penalties

The Sap Magic status has a 50% chance to increase your spell failure rates by 12% each time you cast a spell. This maxes out at a penalty of 36%.

The Vertigo status increases failure by 7%.

Wizardry, Vehumet, and other factors

Finally (phew!) spellcasting success boosts from items and other sources are applied. Note that these are actually calculated as a reduction in the fail chance, so in the table below, a low number is better.

  • Vehumet knocks 1/3 off the fail chance for Conjurations for disciples in good standing (piety over 70).
  • Rings of wizardry and staves of wizardry give some assistance, given by their "Wizardry" bonus in that column, but they suffer from decreasing cumulative effects. Other spell enhancers, such as rings of fire/ice or staves of various kinds, do not affect spell success chances, only their power. Wizardry effect is determined using this formula:
 Reduced Failure rate = Failure rate * 6 / (7 + # of Wizardry Items)
  • Potion of brilliance: Failure rate / 2 (Directly to max level of reduction)

Note that there is an hard cap of 50% for the effect of all enhancers. For Vehumet worshippers, one wizardry bonus brings a character to the 50% limit, eliminating the need for multiple Wizardry effects..

The final step

The number we have obtained isn't the final chance of failure. The game doesn't compare that number with a random number between 0 and 99, but with the sum of three numbers divided by three.

(1d101 + 1d101 + 1d100 - 3)/3 < fail chance

This is equivalent to applying this transformation to the chance of failure:

Spell success transformation.png

This sigmoid function makes it more difficult to decrease your failure rate when it is high or low, but it will go down very quickly when it is in the middle. Up to raw failure rate of 33%, one can use this formula:

 N                 = (raw_failure_rate) * 3
 Real Failure Rate = N * (N+1) * (N+2) / 6 / 101 / 101 (in unit of %)

This can be tabulated for usefulness.

Raw Fail chance Actual fail chance
32% 14.9%
30% 12.3%
28% 10.0%
26% 8.1%
24% 6.4%
22% 4.9%
20% 3.7%
18% 2.7%
16% 1.9%
14% 1.3%
12% 0.8%

Example: Stabilizing Fire Storm within 90% success rate

For the failure rate of 10%, raw failure rate of 28% is required. Let's set Int=32, a decent value for spellcasters but not sufficient for end-game annihilator. Assuming no armour/shield penalty. This argument can be applied with any of Lv 9 spells, if one exclude Vehumet effect.

  • Without any aid: Raw rate of 2% is stepped down to 28%, so 2% is the point that should be achieved. This is equivalent to 54.0 point of spell skills, requiring (school skill*2 + spellcasting*0.5) = 55.7. Even if the spellcasting is maxed out to 27, the average school skill value of 21.1 is required to cast Fire storm within 10% failure.
  • With an aid of a wizardry ring: A wizardry option knocks 1/4 of failure rate before sigmoid function, so the required raw fail rate is 38%. Raw rate of 32% is stepped down to 38%, and (school skill*2 + spellcasting*0.5) = 48.6. This value is quite easy to be achieved now, and average of 19.4 Lv including spellcasting is sufficient for 10% failure rate.
  • Vehumet worshipper, or two wizardry rings: These enhancements knock off 1/3 of failure rate before sigmoid. Now the raw fail rate required before stepdown is 38%, and (school skill*2 + spellcasting*0.5) = 47.3. Required average skill Lvs, including spellcasting, is 18.9. Worshipping Vehumet really offers tremendous benefits for high-level spells.
  • Vehumet with a wizardry ring: Maxed out enhancer effect. Raw fail rate of 56% can be used without stepdown, and (school skill*2 + spellcasting*0.5) = 43.3. Required average skill Lvs, including spellcasting, is 17.3. If one regulates spellcasting up to 15, then 17.9 Lv of each school level is sufficient!
  • Potion of brilliance: Maxed out enhancer effect with increased intelligence. Raw fail rate of 66% can be used without stepdown. (school skill*2 + spellcasting*0.5) = 41.1 is required, and this reduction is huge if the caster is not aided by any of enhancers!

See also