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	<title>Heavy - Revision history</title>
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	<updated>2026-08-02T23:57:44Z</updated>
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		<summary type="html">&lt;p&gt;Importing CrawlWiki content&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{version030}}&lt;br /&gt;
{{flavour|It deals dramatically more damage, but attacks with it are much slower.}}&lt;br /&gt;
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The &amp;#039;&amp;#039;&amp;#039;heavy&amp;#039;&amp;#039;&amp;#039; [[brand]] does the following:&lt;br /&gt;
*Adds +80% base damage, but take 50% longer to swing.&amp;lt;ref&amp;gt;{{source ref|0.30.1|fight.cc|1356}}&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;{{source ref|0.30.1|fight.cc|992}}&amp;lt;/ref&amp;gt;  This results in an average of +20% physical base damage. &lt;br /&gt;
**The penalty to [[attack speed]] is applied after skill, but before the effects of [[shield]] and [[armour encumbrance]].&lt;br /&gt;
**Both base damage and delay are rounded in a weighted manner. For example, a weapon with 16.2 base damage would have a 20% chance to act as 17 base damage, and an 80% chance to act as 16 base damage.&lt;br /&gt;
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Compared to brands like [[flaming]] and [[freezing]], heavy weapons are penalized less by [[AC]], but receive less benefit from [[slaying]] and will activate less [[auxiliary attack]]s.&lt;br /&gt;
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==Strategy==&lt;br /&gt;
Heavy offers a slightly weaker damage boost than [[flaming]] or [[freezing]], but has the benefit of being irresistible. In an average situation, heavy is competitive with those brands. It has a clear superiority against monsters with high AC or many resistances. Conversely, it is clearly worse for [[slaying]]-reliant weapons, like [[quick blade]]s. Heavy is also poor for species with strong aux attacks, such as [[Tengu]] or [[Vine Stalker]].&lt;br /&gt;
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In addition, heavy weapons are less impacted by shield/armour encumbrance. For example, lets say armour increases attack delay by +0.1 decaAut:&lt;br /&gt;
* A regular weapon would go from 1.0 -&amp;gt; 1.1 delay, or 10% slower.&lt;br /&gt;
* A heavy weapon would go from 1.5 -&amp;gt; 1.6 delay, or 6.25% slower.&lt;br /&gt;
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However, using heavy on most weapons introduces a serious risk - see below for details.&lt;br /&gt;
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===Risks of &amp;gt;1.0 attack delay===&lt;br /&gt;
Heavy can be a good brand on average, but it can be &amp;#039;&amp;#039;very&amp;#039;&amp;#039; risky, as it can prevent you from reaching ≤ 1.0 attack delay. Most weapons have a [[minimum delay]] of 0.7; heavy turns that into a 1.05 [[decaAut]] delay. This represents a 5% chance of a regular speed enemy getting a double-turn of attacks.&lt;br /&gt;
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For example, a [[deep elf annihilator]]&amp;#039;s crystal spear can deal up to 102 damage. Doubled, that&amp;#039;s 204 damage - more than the max HP of many characters. The chance of this actually happening is miniscule (0.003% to maxroll one spear, 5% to double-turn, further reduced by [[AC]]/[[EV]]/[[SH]]...). But it can still be an issue:&lt;br /&gt;
*Maximum damage isn&amp;#039;t necessary. A high roll, say 80*2 damage, still really hurts.&lt;br /&gt;
*Most dangerous situations in &amp;#039;&amp;#039;Crawl&amp;#039;&amp;#039; involve multiple enemies. Add a single other [[list of deep elves|deep elf]] to the picture, and max damage increases further. When you consider a pack of enemies, it skyrockets.&lt;br /&gt;
*Because &amp;quot;damage you can possibly take in one turn&amp;quot; is doubled, it can force you to use consumables much earlier. For example, a [[komodo dragon]] deals 34*2 damage before [[GDR]]. Therefore, making a melee attack becomes dangerous at ~60 HP rather than ~30 HP. (Remember that [[wand]]s, [[Throwing]], etc. aren&amp;#039;t slowed by your weapon.)&lt;br /&gt;
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This isn&amp;#039;t exclusive to deep elf annihilators - it applies to just about any 10-speed enemy. Suddenly, fighting two [[naga sharpshooter]]s becomes a big issue; each sharpshooter can do 45 damage before [[GDR]], which turns to 150+ damage if the stars align.&lt;br /&gt;
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Weapons that have a minimum delay below 0.7, like [[demon blade]]s, [[demon trident]]s, and all [[Short Blades]], can reach a post-heavy mindelay below 1.0. Though watch out for [[shield]]s, which can bring the delay back up. Also, for weapons that don&amp;#039;t reach 1.0 delay (e.g. [[hand crossbow]] + any [[shield]]), this point is obviously moot.&lt;br /&gt;
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==Tips &amp;amp; Tricks==&lt;br /&gt;
*Slow actions can be useful in a turn count [[speedrun]]. Each attack takes 1 [[turn]], regardless of how long the swing was. If a regular weapon would take 3 turns to kill an enemy, a heavy weapon would take 2.&lt;br /&gt;
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:In addition, swinging an untrained heavy weapon is a better way to skip time than [[bread swinging]]. For example, swinging a [[scroll]] takes 1.5 [[decaAut]]s, but it takes 2.1 decaAuts to swing a heavy [[flail]] when you have 0 [[Maces &amp;amp; Flails]] skill.&lt;br /&gt;
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==History==&lt;br /&gt;
*In [[0.30]], this weapon brand was introduced. It replaced the [[vorpal]] brand.&lt;br /&gt;
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==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{brands}}&lt;br /&gt;
[[Category:Brands]]&lt;/div&gt;</summary>
		<author><name>Maintenance script</name></author>
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