Difference between revisions of "Stabbing"

From CrawlWiki
Jump to: navigation, search
(version bump, add ref for stab damage)
Line 1: Line 1:
{{version029}}
+
{{version030}}
 
''This article is about stabbing attacks. For the removed [[potion]], see [[potion of stabbing]].''
 
''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]] 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.
+
'''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==
 
==Stabbing Odds==
Line 24: Line 24:
 
*Distracted by damage from a non-player source
 
*Distracted by damage from a non-player source
  
You cannot make stab attacks while confused, at [[stat zero|zero dexterity]], or if your target is invisible (and you cannot [[see invisible]]). [[The Shining One]] considers stabbing foes dishonorable, and prevents its followers from doing so.
+
You cannot make stab attacks while confused, at [[clumsy|zero dexterity]], or if your target is invisible (and you cannot [[see invisible]]). [[The Shining One]] considers stabbing foes dishonorable, and prevents its followers from doing so.
 
   
 
   
 
50% of stabbing attempts with the [[Spriggan's Knife]] are treated as if the target is sleeping.
 
50% of stabbing attempts with the [[Spriggan's Knife]] are treated as if the target is sleeping.
  
 
==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.
+
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:'''
 
'''Tiers:'''
Line 36: Line 36:
  
 
'''Weapons:'''<br>
 
'''Weapons:'''<br>
[[Short Blades]] are the most effective weapon for stabbing. [[Felid]] claws and any [[melee weapon]] wielded while wearing the [[hood of the Assassin]] are considered equivalent to Short Blades for purposes of stabbing damage.
+
[[Short Blades]] are the most effective weapon for stabbing. [[Felid]] claws, and any [[melee weapon]] if you wear the [[hood of the Assassin]], are considered equivalent to Short Blades for purposes of stabbing damage.
  
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 is capped at 30. With sufficiently high skill and dexterity, other short blades can also hit the cap. To get the maximum bonus, you need to have DEX × (1 + (Weapon skill + Stealth skill)/2) > 350 with a dagger or 700 with another short blade.
+
There are three sources of damage, listed in order of operation:<ref>{{source ref|0.30.1|attack.cc|1602}}</ref>
  
The table below details the total damage multiplier from your skills, tier, and weapon type:
+
*[[Short Blades]] (and equivalent) have an innate source of flat damage, where [[dagger]]s have an additional boost. The base value equals <code>DEX/5 × (1 + weapon_skill + stealth_skill)/2</code>, then doubled if using a dagger. This is then modified by <code>10 * log2(base / 10)</code> with a hard maximum of 30.
 +
**To max out this flat bonus, you must have <code>DEX/5 × (1 + weapon_skill + stealth_skill)/2</code> > 350 with a dagger, or that value > 700 for other Short Blades.
 +
*All stabs then have a multiplier to damage, depending on stab tier, skill, and if it's Short Blade. This multiplier does not account for [[brand]] or enemy [[AC]].
 +
*Then, all stabs get another flat bonus, equal to <code>1d<(weapon_skill + stealth_skill)/2></code>, divided by 4 if it is a low-tier stab.
 +
 
 +
The table below details the damage multiplier from your skills, tier, and weapon type:
  
 
{{#invoke:Stab_bonus|stab_table}}
 
{{#invoke:Stab_bonus|stab_table}}
Line 49: Line 54:
  
 
==History==
 
==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 of a reduction to AC.
+
*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.
 
*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.
 
*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]]

Revision as of 07:28, 22 September 2023

Version 0.30: This article may not be up to date for the latest stable release of Crawl.

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.

Stabbing Odds

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:

High-tier stabs
You are guaranteed to stab an opponent under these conditions:

Low-tier stabs
You have a 1 + dex + (Stealth + Wpn_skill)/2 % chance to stab under these conditions:

You cannot make stab attacks while confused, at zero dexterity, or if your target is invisible (and you cannot see invisible). The Shining One considers stabbing foes dishonorable, and prevents its followers from doing so.

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

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.

Tiers:

  • Stabbing attacks against creatures that are sleeping, paralyzed, or petrified are high-tier stabs.
  • All other stabbing attacks are low-tier.

Weapons:
Short Blades are the most effective weapon for stabbing. Felid claws, and any melee weapon if you wear the hood of the Assassin, are considered equivalent to Short Blades for purposes of stabbing damage.

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

  • Short Blades (and equivalent) have an innate source of flat damage, where daggers have an additional boost. The base value equals DEX/5 × (1 + weapon_skill + stealth_skill)/2, then doubled if using a dagger. This is then modified by 10 * log2(base / 10) with a hard maximum of 30.
    • To max out this flat bonus, you must have DEX/5 × (1 + weapon_skill + stealth_skill)/2 > 350 with a dagger, or that value > 700 for other Short Blades.
  • All stabs then have a multiplier to damage, depending on stab tier, skill, and if it's Short Blade. This multiplier does not account for brand or enemy AC.
  • Then, all stabs get another flat bonus, equal to 1d<(weapon_skill + stealth_skill)/2>, divided by 4 if it is a low-tier stab.

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%


Strategy

  • "Pure" Stealth is less viable than other choices. 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.) give you opportunities to stab. A wand of paralysis is a limited, but powerful way to disable enemies. Gods like Uskayaw can work in a similar way. And any means of having allies can let you get distraction stabs here and there.

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)