Difference between revisions of "Unarmed Combat"

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m (History: Move the shield penalty to .16 because it was still in effect for version .15 and .16, and add a worst case example of the spikes in the .14 formula.)
(Base Damage: updated/re-sorted chart)
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The '''Unarmed Combat''' skill determines the effectiveness of all attacks made with your character's fists (or tentacles in the case of [[octopode]]s), increasing the damage, [[to-hit|accuracy]], and [[attack speed|speed]] of your unarmed attacks. Although there are many non-punch [[auxiliary attack]]s you can make with the rest of your body, these are not affected by the UC skill whatsoever. Training this skill is only advisable if you intend to engage in melee while unarmed or while leaving your off-hand empty.
 
The '''Unarmed Combat''' skill determines the effectiveness of all attacks made with your character's fists (or tentacles in the case of [[octopode]]s), increasing the damage, [[to-hit|accuracy]], and [[attack speed|speed]] of your unarmed attacks. Although there are many non-punch [[auxiliary attack]]s you can make with the rest of your body, these are not affected by the UC skill whatsoever. Training this skill is only advisable if you intend to engage in melee while unarmed or while leaving your off-hand empty.
  
 
For many [[species]], fighting without a weapon is not a very appealing prospect. Leaving your weapon and/or [[shield]] slot open means that you cannot take advantage of weapon [[brand]]s, miss out on the defensive value of a shield, and have two fewer slots for wielding [[artifact]]s that may provide useful resistances or other bonuses. However, unarmed combat allows for some of the fastest attacks in the game, deals competitive damage to weapon wielders at high skill levels, and allows you to take advantage of the many [[Transmutations]] spells which grant you powerful unarmed capabilities. Also, some species have natural [[aptitude]]s or innate [[mutation]]s that make unarmed combat a much more tempting choice.
 
For many [[species]], fighting without a weapon is not a very appealing prospect. Leaving your weapon and/or [[shield]] slot open means that you cannot take advantage of weapon [[brand]]s, miss out on the defensive value of a shield, and have two fewer slots for wielding [[artifact]]s that may provide useful resistances or other bonuses. However, unarmed combat allows for some of the fastest attacks in the game, deals competitive damage to weapon wielders at high skill levels, and allows you to take advantage of the many [[Transmutations]] spells which grant you powerful unarmed capabilities. Also, some species have natural [[aptitude]]s or innate [[mutation]]s that make unarmed combat a much more tempting choice.
 +
 +
{{skill aptitudes}}
  
 
==Attack Delay==
 
==Attack Delay==
Unarmed combat specialists are capable of making some of the fastest attacks in the game, on par with the speed of most [[short blades]] wielders. Couple this with the fact that UC attacks have a much higher base damage than any short blade, and you can see why they're capable of doing very significant amounts of damage very quickly. However, it requires much more Unarmed Combat skill to reach maximum attack speed than it does for a weapon fighter to reach their maximum, and unarmed combat is penalized for wearing heavy armour or carrying too much equipment. Bear in mind that this only applies to main-hand punches; auxiliary offhand punches occur along with your main hand attacks.
+
Unarmed combat specialists are capable of making some of the fastest attacks in the game, on par with the speed of most [[short blades]] wielders. Couple this with the fact that UC attacks have a much higher base damage than any short blade, and you can see why they're capable of doing very significant amounts of damage very quickly. However, it requires much more unarmed combat skill to reach maximum attack speed than it does for a weapon fighter to reach their maximum. Bear in mind that this only applies to main-hand punches; auxiliary offhand punches occur along with your main hand attacks.
  
 
===Bonuses From Skill===
 
===Bonuses From Skill===
Weapon fighters gain a 1 point reduction to their attack delay for every 2 levels they have in their appropriate weapon skill, allowing them to reach maximum weapon speed by the mid-game in most cases. Unarmed Combat uses a different formula, however; your attack delay is reduced by 1 for roughly every 5.4 skill levels, reaching a delay of 5 at UC skill 27. Fortunately, unarmed combat is also much faster than fighting with most weapons by default, so they still enjoy fairly quick attacks throughout the game.
+
Compared to melee weapons, unarmed combat requires much more skill to reduce attack delay, but is faster to begin with; your attack delay starts at 1.0 and is reduced by 0.1 for roughly every 5.4 skill levels, reaching a delay of 0.5 at UC skill 27. (As an aside, unarmed skill also increases damage more than weapon skills do.)
  
 
===Other Factors===
 
===Other Factors===
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===Final Calculation===
 
===Final Calculation===
Finally, your attack delay can never be a fraction of an aut. If your calculated speed falls between two whole numbers, the game will round up or down based on the remainder (7.2 would have a 20% chance of being rounded to 8 and an 80% chance of being 7).
+
Finally, your attack delay can never be a fraction of the decimal place of an aut. If your calculated speed falls between two decimal place numbers, the game will round up or down based on the remainder (0.72 would have a 20% chance of being rounded to 0.8 and an 80% chance of being 0.7).
  
 
{| border="1" cellspacing="0" align="center"
 
{| border="1" cellspacing="0" align="center"
 
! UC !! Avg delay !! UC !! Avg delay !! UC !! Avg delay
 
! UC !! Avg delay !! UC !! Avg delay !! UC !! Avg delay
 
|-
 
|-
| 0 || 10.0 || 10 || 8.1 || 20 || 6.3
+
| 0 || 1.0 || 10 || 0.81 || 20 || 0.63
 
|-  
 
|-  
| 1 ||  9.8 || 11 || 8.0 || 21 || 6.1
+
| 1 ||  0.98 || 11 || 0.80 || 21 || 0.61
 
|-
 
|-
| 2 ||  9.6 || 12 || 7.8 || 22 || 5.9
+
| 2 ||  0.96 || 12 || 0.78 || 22 || 0.59
 
|-
 
|-
| 3 ||  9.5 || 13 || 7.6 || 23 || 5.7
+
| 3 ||  0.95 || 13 || 0.76 || 23 || 0.57
 
|-
 
|-
| 4 ||  9.2 || 14 || 7.4 || 24 || 5.6
+
| 4 ||  0.92 || 14 || 0.74 || 24 || 0.56
 
|-
 
|-
| 5 ||  9.1 || 15 || 7.2 || 25 || 5.4
+
| 5 ||  0.91 || 15 || 0.72 || 25 || 0.54
 
|-
 
|-
| 6 ||  8.9 || 16 || 7.0 || 26 || 5.2
+
| 6 ||  0.89 || 16 || 0.7 || 26 || 0.52
 
|-
 
|-
| 7 ||  8.7 || 17 || 6.8 || 27 || 5.0
+
| 7 ||  0.87 || 17 || 0.68 || 27 || 0.5
 
|-
 
|-
| 8 ||  8.5 || 18 || 6.7 ||    ||
+
| 8 ||  0.85 || 18 || 0.67 ||    ||
 
|-
 
|-
| 9 ||  8.3 || 19 || 6.5 ||    ||
+
| 9 ||  0.83 || 19 || 0.65 ||    ||
 
|-
 
|-
 
|}
 
|}
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! Condition || Damage || Special
 
! Condition || Damage || Special
 
|-
 
|-
| [[Porcupine Form]] || 3 || -
+
| Base damage || 3 || -
 +
|-
 +
| [[Claws]] [[mutation]] || +2 × Claws ranks || Wearing [[gloves]] negates this
 
|-
 
|-
| [[Pig Form]] || 3 || -
+
| [[Ghoul]] || 5 || Negated by gloves
 
|-
 
|-
| [[Bat Form]] || 1 || 60% Attack Delay
+
| [[Felid]] || 5 || Works well for [[stab]]bing
 
|-
 
|-
| [[Vampire]] Bat Form || 2 || 60% Attack delay
+
| [[Troll]] || 9 || -
 
|-
 
|-
 
| [[Spider Form]] || 5 || [[Venom]]
 
| [[Spider Form]] || 5 || [[Venom]]
 
|-
 
|-
| [[Wisp Form]] || 5 || -
+
| [[Lich Form]] || 5 || [[Draining (brand)|Draining]]
 +
|-
 +
| [[Tree Form]] || 12 || -
 
|-
 
|-
 
| [[Ice Form]] || 12 || [[Freezing]]
 
| [[Ice Form]] || 12 || [[Freezing]]
 
|-
 
|-
| [[Fungus Form]] || 12 || [[Confusing Touch]]
+
| [[Statue Form]] || 12 || -
 
|-
 
|-
| [[Tree Form]] || 12 || -
+
| [[Blade Hands]] || 22 || -
 
|-
 
|-
| [[Blade Hands]] || 12 + (STR + DEX) / 4 || -
+
| [[Hydra Form]] || 2 + 3 x (number of heads up to 10)<br> + 1.5 x (number of heads above 10) || [[Cleaving]], devours slain enemies for health and nutrition
 
|-
 
|-
| [[Statue Form]] || 9 + STR / 2 || 150% attack delay
+
| [[Dragon Form]] || 38 || -
 
|-
 
|-
| [[Dragon Form]] || 12 + (2/3) STR || Heavy [[bleeding]]
+
| [[Pig Form]] || 1 || -
 
|-
 
|-
| [[Lich Form]] || 5 || [[Draining (brand)|Draining]]
+
| [[Bat Form]] || 1 || 60% Attack Delay
 
|-
 
|-
| [[Troll]] || 9 || Heavy bleeding
+
| [[Vampire]] Bat Form || 2 || 60% Attack delay
|-
 
| [[Ghoul]], [[Felid]] || 5 || Light bleeding
 
 
|-
 
|-
| [[Claws]] [[mutation]] || +2 × Claws ranks || Wearing [[gloves]] negates this
+
| [[Wisp Form]] || 5 || Effectiveness based on [[XL]] instead of Unarmed Combat
 
|-
 
|-
| Other || 3 || -
+
| [[Fungus Form]] || 12 || [[Confusion]]
 
|}
 
|}
  
Your base damage is then increased by your unarmed combat skill level (divided by 5 when in Bat Form). This base damage is then further modified by your [[strength]], [[dexterity]], [[Fighting]] skill, and other factors. A value is randomly selected between 1 and the final calculated damage, and the target's AC is applied against it.
+
Your base damage is then increased by 1 for each skill level you have in unarmed combat (though this bonus is divided by 5 when in Bat or Pig Form). This base damage is then further modified by your [[strength]], [[fighting]] skill, and other factors.
  
 +
===Off-hand punch===
 
Offhand punches are significantly less powerful, using the following calculation:
 
Offhand punches are significantly less powerful, using the following calculation:
  
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! Condition || Damage || Special
 
! Condition || Damage || Special
 
|-
 
|-
| Offhand Punch || 5 + (UC / 3) +(1d3 × Claws ranks) '''or''' +(6 if Blade Hands) || Wearing any shield negates this
+
| Offhand Punch || 5 + (UC / 3) + (1d3 × Claws ranks) '''or''' + (6 if Blade Hands) || Wearing any shield negates this
 
|}
 
|}
  
Octopodes get tentacle slaps instead of offhand punches, and may still make tentacle slaps while wearing a shield, making it generally best for unarmed octopodes to use a shield.
+
Octopodes get tentacle slaps instead of offhand punches, and may still make tentacle slaps while wearing a shield, making it generally best for unarmed octopodes to use a shield. Indeed, regardless of which items are equipped, octopodes are never denied this off-hand tentacle slap attack. For all other species however, the off-hand punch is negated not only by the wearing of a shield, but also the wielding of two-handed weapons, making this particular use of a unarmed combat skill a viable long-term strategy only if one is to remain limited to one-handed weaponry.
  
 
==History==
 
==History==
In earlier versions of ''Crawl'', Unarmed Combat improved the performance of your non-punch auxiliary attacks, giving all melee fighters a reason to train it.
+
*Prior to 0.17, unarmed combat attack delay was penalized by armour. Also, trolls' claws could inflict the now-removed [[bleeding]] status.
 
 
In version .16 and .15, the heavy armor penalty was updated to be base delay = max(10, 7 + div_rand_round(armour_penalty)); in other words, if your AEVP was higher than 3, then add AEVP - 3 to your attack delay. An AEVP of 6 would result in 13 aut attacks, which are then reduced by armor skill normally (so with 27 unarmed, it would be 8 aut final attack speed).  The additional shield penalty was a 50% chance of adding 1 aut delay regardless of shield skill (separate from the normal shield delay when you don't have enough skill).
 
 
 
In version .14 and earlier, the heavy armor penalty was 1d10 + 2d(Adjusted armour penalty) - 10. This meant it was possible to have a high delay on some attacks, and none on the follow attacks.  While very unlikely, it was theoretically possible for an AEVP 6 armor to result in a base attack speed of 22 (roughly a 0.2% chance).
 
  
==Unarmed Combat Aptitudes==
+
*In earlier versions of ''Crawl'', Unarmed Combat improved the performance of your non-punch auxiliary attacks, giving all melee fighters a reason to train it.
From [[Dungeon Crawl]] [[Stone Soup]] in-game documentation:
 
  
{{#invoke:Apt|skill_table|Unarmed Combat}}
 
 
[[Category:Skills]]
 
[[Category:Skills]]
  
 
{{Skills}}
 
{{Skills}}

Revision as of 05:47, 14 May 2020

Version 0.23: This article may not be up to date for the latest stable release of Crawl.

The Unarmed Combat skill determines the effectiveness of all attacks made with your character's fists (or tentacles in the case of octopodes), increasing the damage, accuracy, and speed of your unarmed attacks. Although there are many non-punch auxiliary attacks you can make with the rest of your body, these are not affected by the UC skill whatsoever. Training this skill is only advisable if you intend to engage in melee while unarmed or while leaving your off-hand empty.

For many species, fighting without a weapon is not a very appealing prospect. Leaving your weapon and/or shield slot open means that you cannot take advantage of weapon brands, miss out on the defensive value of a shield, and have two fewer slots for wielding artifacts that may provide useful resistances or other bonuses. However, unarmed combat allows for some of the fastest attacks in the game, deals competitive damage to weapon wielders at high skill levels, and allows you to take advantage of the many Transmutations spells which grant you powerful unarmed capabilities. Also, some species have natural aptitudes or innate mutations that make unarmed combat a much more tempting choice.

Aptitudes

At Ba DE Dg Ds Dj Dr Fe Fo Gr Gh Gn HO Hu Ko Mf Mi Mu Na Op On Sp Te Tr Vp VS
-1 1 -2 -1 -1 0 0 0 0 0 1 8 1 0 0 1 1 -2 0 0 -1 -2 1 0 1 0

Attack Delay

Unarmed combat specialists are capable of making some of the fastest attacks in the game, on par with the speed of most short blades wielders. Couple this with the fact that UC attacks have a much higher base damage than any short blade, and you can see why they're capable of doing very significant amounts of damage very quickly. However, it requires much more unarmed combat skill to reach maximum attack speed than it does for a weapon fighter to reach their maximum. Bear in mind that this only applies to main-hand punches; auxiliary offhand punches occur along with your main hand attacks.

Bonuses From Skill

Compared to melee weapons, unarmed combat requires much more skill to reduce attack delay, but is faster to begin with; your attack delay starts at 1.0 and is reduced by 0.1 for roughly every 5.4 skill levels, reaching a delay of 0.5 at UC skill 27. (As an aside, unarmed skill also increases damage more than weapon skills do.)

Other Factors

Characters in bat form receive a special bonus to unarmed combat, making attacks in 60% of the normal time (though at a significant penalty to damage). Other effects that can influence attack speed (such as Haste, Slow, Statue Form, etc.) apply as normal, with a hardcoded limit at 3 which you cannot exceed.

Final Calculation

Finally, your attack delay can never be a fraction of the decimal place of an aut. If your calculated speed falls between two decimal place numbers, the game will round up or down based on the remainder (0.72 would have a 20% chance of being rounded to 0.8 and an 80% chance of being 0.7).

UC Avg delay UC Avg delay UC Avg delay
0 1.0 10 0.81 20 0.63
1 0.98 11 0.80 21 0.61
2 0.96 12 0.78 22 0.59
3 0.95 13 0.76 23 0.57
4 0.92 14 0.74 24 0.56
5 0.91 15 0.72 25 0.54
6 0.89 16 0.7 26 0.52
7 0.87 17 0.68 27 0.5
8 0.85 18 0.67
9 0.83 19 0.65

Base Damage

The base damage of your primary unarmed combat attack is determined through the following factors:

Condition Damage Special
Base damage 3 -
Claws mutation +2 × Claws ranks Wearing gloves negates this
Ghoul 5 Negated by gloves
Felid 5 Works well for stabbing
Troll 9 -
Spider Form 5 Venom
Lich Form 5 Draining
Tree Form 12 -
Ice Form 12 Freezing
Statue Form 12 -
Blade Hands 22 -
Hydra Form 2 + 3 x (number of heads up to 10)
+ 1.5 x (number of heads above 10)
Cleaving, devours slain enemies for health and nutrition
Dragon Form 38 -
Pig Form 1 -
Bat Form 1 60% Attack Delay
Vampire Bat Form 2 60% Attack delay
Wisp Form 5 Effectiveness based on XL instead of Unarmed Combat
Fungus Form 12 Confusion

Your base damage is then increased by 1 for each skill level you have in unarmed combat (though this bonus is divided by 5 when in Bat or Pig Form). This base damage is then further modified by your strength, fighting skill, and other factors.

Off-hand punch

Offhand punches are significantly less powerful, using the following calculation:

Condition Damage Special
Offhand Punch 5 + (UC / 3) + (1d3 × Claws ranks) or + (6 if Blade Hands) Wearing any shield negates this

Octopodes get tentacle slaps instead of offhand punches, and may still make tentacle slaps while wearing a shield, making it generally best for unarmed octopodes to use a shield. Indeed, regardless of which items are equipped, octopodes are never denied this off-hand tentacle slap attack. For all other species however, the off-hand punch is negated not only by the wearing of a shield, but also the wielding of two-handed weapons, making this particular use of a unarmed combat skill a viable long-term strategy only if one is to remain limited to one-handed weaponry.

History

  • Prior to 0.17, unarmed combat attack delay was penalized by armour. Also, trolls' claws could inflict the now-removed bleeding status.
  • In earlier versions of Crawl, Unarmed Combat improved the performance of your non-punch auxiliary attacks, giving all melee fighters a reason to train it.
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