Difference between revisions of "Unarmed Combat"

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The '''Unarmed Combat''' skill determines the effectiveness of all attacks made with your character's fists, [[claws]], [[Octopode|tentacles]], and other forelimbs. 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.
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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 (see [[Unarmed Combat#Base Damage|Base Damage]]) 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.  
  
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.
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High level unarmed combat is defintely competitive with weapon-wielding, especially when boosted by [[transformation]]s, though is noticeably weaker early on. Also, some species have natural [[aptitude]]s or innate [[mutation]]s that make unarmed combat a much more tempting choice.
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{{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.
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Unarmed combat starts out at 1.0 [[decaAut]] attack delay, but requires much more skill to improve. You reach the minimum delay of 0.5 at Unarmed Combat 27 skill; or roughly 5.4 skill levels to reduce delay by 0.1.
 
 
===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.
 
 
 
===Armor and Shield Penalties===
 
Wearing a shield or armour with any EV penalty may increase your UC attack delay. Every time you throw a punch, the following die roll is made for your armor:
 
 
 
{{crawlquote|1d10 + 2d(Adjusted armour penalty) - 10}}
 
 
 
Your penalty is reduced by Armour skill, and the penalty for [[shields]] is handled by its own formula (see the shields page for details).  If the result of this roll comes out positive, the attack's delay is increased by the result of the roll. While the penalties for wearing a [[buckler]] or [[leather armour]] are fairly minimal, any of the heavier armours might slow your attacks. However, this is generally not a major consideration in terms of which armour you want to wear. Having appropriate Armour skill will reduce the penalty for even very heavy armors to small delay increases. Other considerations like wanting to cast higher level spells, species [[size]] category (larger is better), and EV-favored races are more of a factor in determining how heavy of an armour you should wear. In terms of shields, having the required amount of skill (i.e., 5 for bucklers and 15 for shields for normal species) will completely remove the usual attack delay from shields. There is a separate attack delay for shields which applies only to unarmed combat, a 50% chance of a 1 aut increase, which cannot be removed through any means, but this is not that severe of a delay.
 
  
 
===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.
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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===
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).
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Finally, your attack delay is rounded to the nearest aut (tenth of a decaAut). If your calculated speed is a fraction of an aut, 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 ||    ||
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| 9 ||  0.83 || 19 || 0.65 ||    ||
 
|-
 
|-
 
|}
 
|}
Line 55: Line 49:
 
! Condition || Damage || Special
 
! Condition || Damage || Special
 
|-
 
|-
| [[Porcupine Form]] || 3 || -
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| Base damage || 3 || -
 
|-
 
|-
| [[Pig Form]] || 3 || -
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| [[Claws]] [[mutation]] || +2 × Claws ranks || Wearing [[gloves]] negates this<br>[[Ghoul]]: Claws 1, [[Troll]]: Claws 3
 
|-
 
|-
| [[Bat Form]] || 1 || 60% Attack Delay
+
| [[Felid]] || 5 || Works well for [[stab]]bing
 
|-
 
|-
| [[Vampire]] Bat Form || 2 || 60% Attack delay
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| [[Spider Form]] || 5 || [[Venom]]
 
|-
 
|-
| [[Spider Form]] || 5 || [[Venom]]
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| [[Lich Form]] || 5 || [[Draining (brand)|Draining]]
 
|-
 
|-
| [[Wisp Form]] || 5 || -
+
| [[Tree Form]] || 12 || -
 
|-
 
|-
 
| [[Ice Form]] || 12 || [[Freezing]]
 
| [[Ice Form]] || 12 || [[Freezing]]
 
|-
 
|-
| [[Fungus Form]] || 12 || [[Confusing Touch]]
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| [[Statue Form]] || 12 || All melee damage further multiplied by 150%
 
|-
 
|-
| [[Tree Form]] || 12 || -
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| [[Blade Hands]] || 22 || -
|-
 
| [[Blade Hands]] || 12 + (STR + DEX) / 4 || -
 
 
|-
 
|-
| [[Statue Form]] || 9 + STR / 2 || 150% attack delay
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| [[Storm Form]] || 2 + [[spellpower|spell power]]/3 || [[Cleaving]], [[Electrocution]]
 
|-
 
|-
| [[Dragon Form]] || 12 + (2/3) STR || Heavy [[bleeding]]
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| [[Dragon Form]] || 38 || Damage once [[Claws]] is accounted for
 
|-
 
|-
| [[Lich Form]] || 5 || [[Draining (brand)|Draining]]
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| [[Pig Form]] || 1 || Reduced damage from UC skill
 
|-
 
|-
| [[Troll]] || 9 || Heavy bleeding
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| [[Bat Form]] || 1 || 60% Attack Delay, reduced damage from UC skill
 
|-
 
|-
| [[Ghoul]], [[Felid]] || 5 || Light bleeding
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| [[Vampire]] Bat Form || 2 || 60% Attack delay, reduced damage from UC skill
 
|-
 
|-
| [[Claws]] [[mutation]] || +2 × Claws ranks || Wearing [[gloves]] negates this
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| [[Wisp Form]] || 5 || Effectiveness based on [[XL]] instead of Unarmed Combat
 
|-
 
|-
| Other || 3 || -
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| [[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.
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Your base damage is then increased by 1 for each skill level in Unarmed Combat. In Bat Form or Pig Form, damage from skill is divided by 5. This base damage is then further modified by your [[strength]], [[fighting]] skill, and other factors. The normal weapon skill bonus does not apply.
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===Offhand punch===
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Offhand punches are an [[auxiliary attack]]. Most species are unable to use the offhand punch unless their offhand is empty, which means not wearing a [[shield]] or wielding a [[handedness|two-handed weapon]]. [[Octopode]]s get tentacle slaps instead of offhand punches, and may slap even when their offhand is occupied.
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If offhand punches/slaps are available, then increasing Unarmed skill increases the chance of an attack. At 0 skill, you have a 5% chance to pass a punch, at 27 skill, you have a 50% chance. It scales linearly, meaning you are 1.67% more likely to proc a punch per skill level.
  
 
Offhand punches are significantly less powerful, using the following calculation:
 
Offhand punches are significantly less powerful, using the following calculation:
  
 
{| class="prettytable" style="border:none; margin:0; padding:0;"
 
{| class="prettytable" style="border:none; margin:0; padding:0;"
! Condition || Damage || Special
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! Condition || Damage
 
|-
 
|-
| 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) + (6 if Blade Hands)
 
|}
 
|}
 
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.
 
  
 
==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.
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*Prior to 0.17, unarmed combat attack delay was penalized by armour. Also, trolls' claws could inflict the now-removed [[bleeding]] status.
 
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*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.
==Unarmed Combat Aptitudes==
 
From [[Dungeon Crawl]] [[Stone Soup]] in-game documentation:
 
  
{{#invoke:Apt|skill_table|Unarmed Combat}}
 
 
[[Category:Skills]]
 
[[Category:Skills]]
  
 
{{Skills}}
 
{{Skills}}

Revision as of 04:10, 11 October 2022

Version 0.29: 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, claws, tentacles, and other forelimbs. 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 (see Base Damage) 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 noticeably 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 decaAut attack delay, but requires much more skill to improve. You reach the minimum delay of 0.5 at Unarmed Combat 27 skill; or roughly 5.4 skill levels to reduce delay by 0.1.

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 is rounded to the nearest aut (tenth of a decaAut). If your calculated speed is a fraction of an aut, 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: Claws 1, Troll: Claws 3
Felid 5 Works well for stabbing
Spider Form 5 Venom
Lich Form 5 Draining
Tree Form 12 -
Ice Form 12 Freezing
Statue Form 12 All melee damage further multiplied by 150%
Blade Hands 22 -
Storm Form 2 + spell power/3 Cleaving, Electrocution
Dragon Form 38 Damage once Claws is accounted for
Pig Form 1 Reduced damage from UC skill
Bat Form 1 60% Attack Delay, reduced damage from UC skill
Vampire Bat Form 2 60% Attack delay, reduced damage from UC skill
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 in Unarmed Combat. In Bat Form or Pig Form, damage from skill is divided by 5. This base damage is then further modified by your strength, fighting skill, and other factors. The normal weapon skill bonus does not apply.

Offhand punch

Offhand punches are an auxiliary attack. Most species are unable to use the offhand punch unless their offhand is empty, which means not wearing a shield or wielding a two-handed weapon. Octopodes get tentacle slaps instead of offhand punches, and may slap even when their offhand is occupied.

If offhand punches/slaps are available, then increasing Unarmed skill increases the chance of an attack. At 0 skill, you have a 5% chance to pass a punch, at 27 skill, you have a 50% chance. It scales linearly, meaning you are 1.67% more likely to proc a punch per skill level.

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

Condition Damage
Offhand Punch 5 + (UC / 3) + (1d3 × Claws ranks) + (6 if Blade Hands)

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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