Difference between revisions of "Stabbing"

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(Long overdue update. Not sure where the bit about a hard cap at 30 came from. Now to see if I can update the module for the table without breaking anything.)
m (mega-ramage stabs don't work against sleeping monsters, but petrified/paralysed monsters can be stabbed)
 
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''This article is about stabbing attacks. For the [[potion]], see [[potion of stabbing]].''
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''This article is about stabbing attacks. For the removed [[potion]], see [[potion of stabbing]].''
  
Any time that you deliver a melee attack to an enemy which is distracted, asleep, or otherwise unable to defend itself properly, there's a chance that your character will make a '''stabbing''' attack. These attacks ignore [[EV]] and [[SH]], partially bypass [[AC]], and deal significantly more damage than normal. Characters built around stabbing can deal absurd amounts of damage, often ending fights with powerful opponents in a single blow.
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'''Stabbing''' can occur any time you deliver a melee attack to an enemy that is distracted, asleep, or otherwise unable to defend itself properly. These attacks deal significantly more damage, ignoring [[EV]] and [[SH]]. For a dedicated character, stabs can end combat in a single blow.
  
==Stabbing Odds==
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==Stab Tiers==
Your chance of delivering a stab attack varies based on your [[Stealth]] skill, your skill with the weapon you are currently wielding, your [[dexterity]], and the [[status effects]] the enemy is suffering from:
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There are two types of conditions where you can stab:
  
'''Guaranteed to be stabs:'''
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'''High-tier stab conditions'''
 
*[[Sleep]]
 
*[[Sleep]]
 
*[[Paralysis]]
 
*[[Paralysis]]
 
*[[Petrify|Petrified]]
 
*[[Petrify|Petrified]]
  
'''(1 + Dexterity + ([[Stealth]] + Weapon skill)/2)% chance:'''
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'''Low-tier stab conditions'''
 
*[[Petrify]]ing
 
*[[Petrify]]ing
 
*Held in a [[throwing net]] or [[web]]
 
*Held in a [[throwing net]] or [[web]]
 
*[[Blind]] (or if the player is [[invisible]] and unseen)
 
*[[Blind]] (or if the player is [[invisible]] and unseen)
*Fleeing
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*[[Fear|Fleeing]]
 
*[[Charm]]ed or otherwise friendly
 
*[[Charm]]ed or otherwise friendly
*[[Confusion]]
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*[[Confusion|Confused]]
 
*Awake, but hasn't noticed you yet
 
*Awake, but hasn't noticed you yet
*Distracted by damage from a non-player source
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*Distracted by damage from a non-player source or through [[Gozag]]'s gold aura
 +
 
 +
==Stabbing Odds==
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Your chance to stab depends on the tier of the stab:
 +
*High-tier stabs are guaranteed, so long as your character is capable of stabbing.
 +
*Low-tier stabs have a <code>1 + [[dex]] + ([[Stealth]] + Wpn_skill)/2</code> % chance to stab.
  
You cannot make stab attacks while confused, at [[stat zero|zero dexterity]], or if your target is invisible (unless you can [[see invisible]]).
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50% of stabbing attempts with the [[Spriggan's Knife]] are treated as if the target is sleeping.
  
50% of stabbing attempts under the influence of a [[potion of stabbing]] (and all stabbing attempts with the [[Spriggan's Knife]]) are treated as if the target is sleeping.
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You cannot make stab attacks when:
 +
*You are [[confused]]
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*You have [[clumsy|zero dexterity]]
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*The target is [[invisible]], and you cannot [[see invisible]]
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*You are worshipping [[The Shining One]] (who considers stabbing dishonorable)
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*You are attacking with [[Manifold Assault]] or [[Vhi's Electric Charge]]
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*You are [[rampaging]] in [[seven-league boots]] towards a sleeping target (petrified or paralysed targets ''can'' be stabbed).
 +
 +
Monsters cannot stab. There are a few stab-like effects: a [[sleep]]ing creature will take bonus damage from monster melee attacks, and a [[shadow]] deals bonus damage if it's invisible (and the target can't see invisible). However, these are completely separate from the stabbing mechanic.
  
 
==Stabbing Damage==
 
==Stabbing Damage==
The additional damage from a stab attempt varies based on the target's status effect, the weapon you make the attack with, your skill with the weapon, and your Stealth skill. The enemy's status effect and your weapon are the largest factors, determining which Tier of stabbing damage you'll inflict:
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The additional damage from a stab attempt varies based on the target's status effect, the weapon you make the attack with, your skill with the weapon, and your Stealth skill. The stab tier and your weapon are the largest factors.
  
'''Tiers:'''
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[[Short Blades]] are especially effective at stabbing foes. [[Felid]] claws, or any melee attack when wearing the [[hood of the Assassin]], are considered equivalent to Short Blades for purposes of stabbing damage. All other stabs are identical.
*Stabbing attacks against creatures that are sleeping, paralyzed, or petrified are high-tier stabbings, the most effective kind.
 
*All other stabbing attacks are low-tier.
 
  
'''Weapons:'''
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===Formula===
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There are three sources of damage, listed in order of operation:<ref>{{source ref|0.30.1|attack.cc|1602}}</ref>
  
[[Dagger]]s are the most effective weapon for stabbing. [[Felid]] claws and weapons wielded while wearing the [[hood of the Assassin]] are considered equivalent to ordinary short blades for purposes of stabbing damage.
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*[[Short Blades]] (and equivalent) get an innate source of flat damage. [[Dagger]]s get an additional boost.
 +
*All weapons get a multiplier to damage, which depends on stab tier, skill, and is increased when using Short Blades. This multiplier does not account for enemy [[AC]], but does account for [[slaying]], [[Fighting]], [[brand]], etc.
 +
*All weapons get a flat bonus to damage on top. This is modified by stab tier only.
  
In addition to having higher multipliers, short blades provide bonus damage '''before the stabbing multiplier is applied'''. This extra damage is significantly increased if you are wielding a [[dagger]], but has a soft cap of 30, after which the damage is stepped down significantly. This bonus is reached when DEX × (1 + (Weapon skill + Stealth skill)/2) > 150 with a dagger or 300 with another short blade. Even without this bonus, short blades are still the best for stabbing.
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====1. "Good Stab" bonus====
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*If using Short Blades or equivalent, take base value <code>DEX/10 × (1 + (weapon + stealth)/2)</code>. This is doubled for daggers.
 +
*If base value > 10 (after the dagger bonus), it is modified by <code>10 * log2(1 + base/10)</code>, where the final value is capped at 30.
 +
*Then, this value is multiplied by <code>1 + (weapon_skill + stealth)/20</code> if high-tier, or <code>1 + (weapon_skill + stealth)/80</code> if low-tier. This number is added to your damage.
  
The table below details the total damage bonus from your skills, tier, and weapon type:
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There is a breakpoint at base value = 35 for daggers, base value = 70 for other Short Blades, where the base value is maximised. The value multiplier still increases by skill, but the increase is smaller.
 +
 
 +
====2. Multiplier====
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The stab bonus is a multiplier of damage before AC is applied. The table below details the damage multiplier from your skills, tier, and weapon type:
  
 
{{#invoke:Stab_bonus|stab_table}}
 
{{#invoke:Stab_bonus|stab_table}}
  
==Other Considerations==
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====3. Extra flat damage====
Your Stealth skill is critical to being an effective stabber; along with increasing the damage you deal, it also makes it much easier to approach sleeping enemies, giving you the opportunity to inflict the most powerful stabs in the game. When stealth fails, magic also works well at creating opportunities: [[Ensorcelled Hibernation]], [[Confusing Touch]], [[Mephitic Cloud]], [[Petrify]], [[Alistair's Intoxication]], [[Enslavement]], [[Dazzling Flash]]... Alternatively, [[atropa]]-tipped [[dart]]s can also get the job done, as do [[throwing net]]s, though their effectiveness is highly dependent on your [[Throwing]] skill.
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All weapons get bonus damage equal to <code>1d<(weapon_skill + stealth_skill)/2></code> for high-tier stabs, or <code>1d<(weapon_skill + stealth_skill)/8></code> for low-tier stabs.
  
[[The Shining One]] considers stabbing foes dishonorable and will prevent you from doing so.
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==Strategy==
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"Pure" [[Stealth]] is less viable than other offensive skills. The enemy always has a chance to wake up... and training only Stealth means you can't deal with anything that wakes up. Plus, enemies often spawn in packs, and if one enemy detects you, they all wake up.
 +
 
 +
Thus, many stabbers will rely on magic to incapacitate their enemies. [[Hexes]] spells (like [[Ensorcelled Hibernation]], [[Confusing Touch]]) as well as spells in certain other schools ([[Mephitic Cloud]], [[Petrify]], etc.) will give you opportunities to stab. Certain gods, like [[Uskayaw]], can work in a similar way. A [[wand of paralysis]] is a limited, but powerful way to disable enemies. Also, any means of having [[allies]] can let you get distraction stabs here and there.
 +
 
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==Gallery==
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<gallery widths="400px" heights="400px" class="left" mode="nolines">
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File:Stab status.png|thumb|left|In tiles, monsters will indicate whether or not they can be stabbed as follows:<br>? means they can be low-tier stabbed<br>zzz means they can be high-tier stabbed
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</gallery>
  
 
==History==
 
==History==
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*Prior to [[0.27]], stabs would bypass some of your target's AC, depending on your [[Stealth]] and weapon skills. This was converted into a flat bonus to stabbing damage instead.
 
*Prior to [[0.20]], The Shining One would inflict [[penance]] for stabbing intelligent foes that were not demons or undead.
 
*Prior to [[0.20]], The Shining One would inflict [[penance]] for stabbing intelligent foes that were not demons or undead.
*Prior to [[0.19]], there were four tiers of stabbing attacks.
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*In [[0.19]], four tiers of stabbing attacks were replaced by just two tiers. Stabs against distracted and petrified targets were buffed: +50% damage and +100% damage, respectively. Petrifying and net stabs got -50% to damage, and invisible stabs had their proc chance reduced.
 
*Prior to [[0.16]], Long Blades were slightly more effective at stabbing than most other weapons, and [[club]]s and [[rod]]s could stab for special effects.
 
*Prior to [[0.16]], Long Blades were slightly more effective at stabbing than most other weapons, and [[club]]s and [[rod]]s could stab for special effects.
 
*Prior to [[0.13]], Stabbing was a skill of its own, rather than being the average of your Stealth and weapon skills.
 
*Prior to [[0.13]], Stabbing was a skill of its own, rather than being the average of your Stealth and weapon skills.
 +
 +
==References==
 +
<references/>
  
 
[[Category:Game mechanics]]
 
[[Category:Game mechanics]]

Latest revision as of 19:33, 16 March 2024

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

This article is about stabbing attacks. For the removed potion, see potion of stabbing.

Stabbing can occur any time you deliver a melee attack to an enemy that is distracted, asleep, or otherwise unable to defend itself properly. These attacks deal significantly more damage, ignoring EV and SH. For a dedicated character, stabs can end combat in a single blow.

Stab Tiers

There are two types of conditions where you can stab:

High-tier stab conditions

Low-tier stab conditions

Stabbing Odds

Your chance to stab depends on the tier of the stab:

  • High-tier stabs are guaranteed, so long as your character is capable of stabbing.
  • Low-tier stabs have a 1 + dex + (Stealth + Wpn_skill)/2 % chance to stab.

50% of stabbing attempts with the Spriggan's Knife are treated as if the target is sleeping.

You cannot make stab attacks when:

Monsters cannot stab. There are a few stab-like effects: a sleeping creature will take bonus damage from monster melee attacks, and a shadow deals bonus damage if it's invisible (and the target can't see invisible). However, these are completely separate from the stabbing mechanic.

Stabbing Damage

The additional damage from a stab attempt varies based on the target's status effect, the weapon you make the attack with, your skill with the weapon, and your Stealth skill. The stab tier and your weapon are the largest factors.

Short Blades are especially effective at stabbing foes. Felid claws, or any melee attack when wearing the hood of the Assassin, are considered equivalent to Short Blades for purposes of stabbing damage. All other stabs are identical.

Formula

There are three sources of damage, listed in order of operation:[1]

  • Short Blades (and equivalent) get an innate source of flat damage. Daggers get an additional boost.
  • All weapons get a multiplier to damage, which depends on stab tier, skill, and is increased when using Short Blades. This multiplier does not account for enemy AC, but does account for slaying, Fighting, brand, etc.
  • All weapons get a flat bonus to damage on top. This is modified by stab tier only.

1. "Good Stab" bonus

  • If using Short Blades or equivalent, take base value DEX/10 × (1 + (weapon + stealth)/2). This is doubled for daggers.
  • If base value > 10 (after the dagger bonus), it is modified by 10 * log2(1 + base/10), where the final value is capped at 30.
  • Then, this value is multiplied by 1 + (weapon_skill + stealth)/20 if high-tier, or 1 + (weapon_skill + stealth)/80 if low-tier. This number is added to your damage.

There is a breakpoint at base value = 35 for daggers, base value = 70 for other Short Blades, where the base value is maximised. The value multiplier still increases by skill, but the increase is smaller.

2. Multiplier

The stab bonus is a multiplier of damage before AC is applied. The table below details the damage multiplier from your skills, tier, and weapon type:

Stealth/Weapon skill average Short Blades Others
High-Tier Low-Tier High-Tier Low-Tier
1 +19.2% +4.6% +8.3% +2.1%
2 +40.0% +9.4% +16.7% +4.2%
3 +62.5% +14.2% +25.0% +6.2%
4 +86.7% +19.2% +33.3% +8.3%
5 +112.5% +24.2% +41.7% +10.4%
6 +140.0% +29.4% +50.0% +12.5%
7 +169.2% +34.6% +58.3% +14.6%
8 +200.0% +40.0% +66.7% +16.7%
9 +232.5% +45.5% +75.0% +18.8%
10 +266.7% +51.0% +83.3% +20.8%
11 +302.5% +56.7% +91.7% +22.9%
12 +340.0% +62.5% +100.0% +25.0%
13 +379.2% +68.4% +108.3% +27.1%
14 +420.0% +74.4% +116.7% +29.2%
15 +462.5% +80.5% +125.0% +31.2%
16 +506.7% +86.7% +133.3% +33.3%
17 +552.5% +93.0% +141.7% +35.4%
18 +600.0% +99.4% +150.0% +37.5%
19 +649.2% +105.9% +158.3% +39.6%
20 +700.0% +112.5% +166.7% +41.7%
21 +752.5% +119.2% +175.0% +43.8%
22 +806.7% +126.0% +183.3% +45.8%
23 +862.5% +133.0% +191.7% +47.9%
24 +920.0% +140.0% +200.0% +50.0%
25 +979.2% +147.1% +208.3% +52.1%
26 +1040.0% +154.4% +216.7% +54.2%
27 +1102.5% +161.7% +225.0% +56.2%


3. Extra flat damage

All weapons get bonus damage equal to 1d<(weapon_skill + stealth_skill)/2> for high-tier stabs, or 1d<(weapon_skill + stealth_skill)/8> for low-tier stabs.

Strategy

"Pure" Stealth is less viable than other offensive skills. The enemy always has a chance to wake up... and training only Stealth means you can't deal with anything that wakes up. Plus, enemies often spawn in packs, and if one enemy detects you, they all wake up.

Thus, many stabbers will rely on magic to incapacitate their enemies. Hexes spells (like Ensorcelled Hibernation, Confusing Touch) as well as spells in certain other schools (Mephitic Cloud, Petrify, etc.) will give you opportunities to stab. Certain gods, like Uskayaw, can work in a similar way. A wand of paralysis is a limited, but powerful way to disable enemies. Also, any means of having allies can let you get distraction stabs here and there.

Gallery

History

  • Prior to 0.27, stabs would bypass some of your target's AC, depending on your Stealth and weapon skills. This was converted into a flat bonus to stabbing damage instead.
  • Prior to 0.20, The Shining One would inflict penance for stabbing intelligent foes that were not demons or undead.
  • In 0.19, four tiers of stabbing attacks were replaced by just two tiers. Stabs against distracted and petrified targets were buffed: +50% damage and +100% damage, respectively. Petrifying and net stabs got -50% to damage, and invisible stabs had their proc chance reduced.
  • Prior to 0.16, Long Blades were slightly more effective at stabbing than most other weapons, and clubs and rods could stab for special effects.
  • Prior to 0.13, Stabbing was a skill of its own, rather than being the average of your Stealth and weapon skills.

References

  1. attack.cc:1602 (0.30.1)