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	<title>Strength weight - Revision history</title>
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		<title>Maintenance script: Importing CrawlWiki content</title>
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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;{{obsolete}}&lt;br /&gt;
&lt;br /&gt;
Generally in Crawl, heavier weapons benefit more from [[strength]] than from [[dexterity]]. &amp;#039;&amp;#039;&amp;#039;Strength weighting&amp;#039;&amp;#039;&amp;#039; (abbreviated &amp;quot;str weight&amp;quot;) is a game mechanic that determines relatively how much a character&amp;#039;s strength and dexterity affect a given weapon&amp;#039;s damage output.&lt;br /&gt;
&lt;br /&gt;
A given str weight value can be viewed as a quotient expressed as a percentage; the &amp;quot;amount of effect&amp;quot; that strength has on a weapon, divided by the total amount of effect that strength and dexterity together have on it. So a str weight of 100% (such as with a [[giant club]]) implies that strength affects the weapon far more than dexterity does. Conversely, 0% (eg. [[quick blade]]) implies that strength has a very small effect on how well a weapon performs.&lt;br /&gt;
&lt;br /&gt;
Almost all weapons fall somewhere in-between the two extremes. The weighted average of strength and dexterity affects both damage potential and [[to-hit]], the former being affected more by strength and the latter being affected more by dexterity. Thus, note that that even 0% and 100% strength weightings don&amp;#039;t imply that either stat has no effect: more dexterity always implies better to-hit and more strength always implies higher per-hit damage. A 50% str weight still implies that dexterity has a bigger effect than strength on to-hit, and conversely with strength and damage.&lt;br /&gt;
&lt;br /&gt;
== Formulas and source ==&lt;br /&gt;
[https://gitorious.org/crawl/crawl/source/3fb7fd9f23f7f93a1e85b39c3ba46f27e91505f3:crawl-ref/source/itemprop.cc#L163 In the source]&lt;br /&gt;
strength weight fractions are represented by integers from 0 to 10, representing 0% to 100% respectively. In the formulas below, &amp;#039;&amp;#039;&amp;#039;W&amp;#039;&amp;#039;&amp;#039; denotes strength weight as a fraction, ie. W=0.0 for quickblade and W=1.0 for giant club.&lt;br /&gt;
=== Melee ===&lt;br /&gt;
In the 0.12 source, melee damage is calculated a bit differently for&lt;br /&gt;
[https://gitorious.org/crawl/crawl/source/3fb7fd9f23f7f93a1e85b39c3ba46f27e91505f3:crawl-ref/source/melee_attack.cc#L5274 monsters]&lt;br /&gt;
and player characters. Player damage potential is&lt;br /&gt;
[https://gitorious.org/crawl/crawl/source/3fb7fd9f23f7f93a1e85b39c3ba46f27e91505f3:crawl-ref/source/melee_attack.cc#L5367 based on weapon base damage] and, among other things,&lt;br /&gt;
[https://gitorious.org/crawl/crawl/source/3fb7fd9f23f7f93a1e85b39c3ba46f27e91505f3:crawl-ref/source/melee_attack.cc#L1606 amplified by a stat value]&lt;br /&gt;
which is taken as a&lt;br /&gt;
[https://gitorious.org/crawl/crawl/source/3fb7fd9f23f7f93a1e85b39c3ba46f27e91505f3:crawl-ref/source/melee_attack.cc#L5494 blend between the player&amp;#039;s Str and Dex]:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;&amp;#039;&amp;#039;&amp;#039;Melee damage blended stat&amp;#039;&amp;#039;&amp;#039; = 0.5×Str + 0.5(W×Str + (1-W)Dex)&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Stats are blended [https://gitorious.org/crawl/crawl/source/3fb7fd9f23f7f93a1e85b39c3ba46f27e91505f3:crawl-ref/source/melee_attack.cc#L5149 similiarly for to-hit]&lt;br /&gt;
but conversely to damage calculations, dexterity counts twice as heavily towards to-hit as strength does:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;&amp;#039;&amp;#039;&amp;#039;Melee to-hit blended stat&amp;#039;&amp;#039;&amp;#039; = 0.5×Dex + 0.5(W×Str + (1-W)Dex)&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Launchers ===&lt;br /&gt;
The [https://gitorious.org/crawl/crawl/source/3fb7fd9f23f7f93a1e85b39c3ba46f27e91505f3:crawl-ref/source/throw.cc#L1346 code for player-fired missile]&lt;br /&gt;
damage and to hit is even harder to decypher than for melee weapons. Strength and dexterity&lt;br /&gt;
[https://gitorious.org/crawl/crawl/source/3fb7fd9f23f7f93a1e85b39c3ba46f27e91505f3:crawl-ref/source/throw.cc#L545 primarily affect]&lt;br /&gt;
the launcher &amp;quot;speed&amp;quot;. &amp;quot;Speed&amp;quot; is a misnomer though: it means the amount of in-game time taken to fire a shot, not the rate at which shots are fired. Roughly:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;&amp;#039;&amp;#039;&amp;#039;Turns taken&amp;#039;&amp;#039;&amp;#039; = ( launcher_base_attack_delay_percentile - player_skill×(W×Str + (W-1)×Dex)×4/25 ) / 100&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*The concept of strength weighting was removed in [[0.18]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Maintenance script</name></author>
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