Difference between revisions of "Unarmed Combat"

From CrawlWiki
Jump to: navigation, search
(no TOC so that the aptitudes are not cut off by the table)
Line 1: Line 1:
{{version023}}
+
{{version028}}
 +
__NOTOC__
 +
The '''Unarmed Combat''' skill determines the effectiveness of all attacks made with your character's fists (or tentacles in the case of [[octopode]]s). It increases the damage, [[to-hit|accuracy]], and [[attack speed|speed]] of your unarmed attacks. It does not boost [[auxiliary attack]]s except for the off-hand punch done without a shield.
  
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.
+
Your fists do not normally benefit from weapon [[brand]]s and defintely don't have [[artefact]] properties. However, training Unarmed Combat gives a special bonus to base damage (base = 3 + UC) instead of the normal skill bonus. And they are one of the few weapons to hit [[minimum delay]] at the maximum skill level of 27. High level unarmed combat is defintely competitive with weapon-wielding, especially when boosted by [[transformation]]s, though is noticably weaker early on. 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}}
 
{{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. Bear in mind that this only applies to main-hand punches; auxiliary offhand punches occur along with your main hand attacks.
+
Unarmed combat starts out at 1.0 attack delay, but requires much more skill to reach the minimum of 0.5 delay. It takes roughly 5.4 skil levels to reduce delay by 0.1, reaching the delay of 0.5 at UC skill 27.
 
 
===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===
 
===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.
+
Characters in [[bat form]] attack at 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 0.3 [[decaAut]] which you cannot exceed.
  
 
===Final Calculation===
 
===Final Calculation===
Line 98: Line 95:
 
|}
 
|}
  
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.
+
Octopodes get tentacle slaps instead of offhand punches, and may still make tentacle slaps while wearing a shield. Other species are unable to use the off-hand punch unless their off-hand is empty, which means no [[shield]] or [[handedness|two-handed weapon]].
  
 
==History==
 
==History==

Revision as of 13:53, 10 August 2022

Version 0.28: 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). It increases the damage, accuracy, and speed of your unarmed attacks. It does not boost auxiliary attacks except for the off-hand punch done without a shield.

Your fists do not normally benefit from weapon brands and defintely don't have artefact properties. However, training Unarmed Combat gives a special bonus to base damage (base = 3 + UC) instead of the normal skill bonus. And they are one of the few weapons to hit minimum delay at the maximum skill level of 27. High level unarmed combat is defintely competitive with weapon-wielding, especially when boosted by transformations, though is noticably weaker early on. 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 starts out at 1.0 attack delay, but requires much more skill to reach the minimum of 0.5 delay. It takes roughly 5.4 skil levels to reduce delay by 0.1, reaching the delay of 0.5 at UC skill 27.

Other Factors

Characters in bat form attack at 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 0.3 decaAut 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 -
Storm Form 2 + spell power/3 Cleaving, Electrocution
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. Other species are unable to use the off-hand punch unless their off-hand is empty, which means no shield or two-handed weapon.

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.
Skills
Weapons Short BladesLong BladesRanged Weapons

AxesMaces & FlailsPolearmsStavesUnarmed CombatThrowing

Physical FightingArmourDodgingStealthShields
Magical SpellcastingInvocationsEvocationsShapeshifting
Spell Schools AirAlchemyConjurationsEarthFireHexesIceNecromancySummoningTranslocations