Auxiliary attacks


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Swamp Slogger

Posts: 166

Joined: Sunday, 13th November 2011, 06:46

Post Tuesday, 4th June 2013, 14:08

Auxiliary attacks

Another of my game mechanics questions:

I can't find anywhere the formula for the chance of doing aux attacks. The bot explain the dmg but not the chance to perform them. I'd guess it's around 20 or 30%, maybe even more.
I think I've read somewhere that there is a relation with the stats, but I could be wrong. I think if I have 3 aux attacks the triggering of each is independent from the others.
I think they can happen everytime I attack in melee, so they are more useful with a quickblade than with an exec axe for example.
Anybody has more info about?

Abyss Ambulator

Posts: 1182

Joined: Tuesday, 13th September 2011, 20:34

Post Tuesday, 4th June 2013, 15:45

Re: Auxiliary attacks

I believe minotaur horn attacks have a chance to proc every time you dodge an attack.

Swamp Slogger

Posts: 166

Joined: Sunday, 13th November 2011, 06:46

Post Wednesday, 5th June 2013, 14:38

Re: Auxiliary attacks

Retaliation is different, when u dodge an attack u have str+dex % chance to retaliate.

Snake Sneak

Posts: 97

Joined: Tuesday, 4th June 2013, 23:42

Post Wednesday, 5th June 2013, 18:27

Re: Auxiliary attacks

Not sure, but I thought it was a 1 in 5 shot of each aux attack activating.
3 rune: MiBe, MiGl, OgHu
5: VSWn
8: DgSk
15: MiMo, DsAr

Ziggurat Zagger

Posts: 5382

Joined: Friday, 25th November 2011, 07:36

Post Thursday, 6th June 2013, 21:26

Re: Auxiliary attacks

Konedar wrote:Retaliation is different, when u dodge an attack u have str+dex % chance to retaliate.


it's based on your strength and dex, but not simply the sum of the two of them. Dex adds slightly more chance than str, but it's not really that important.

Spider Stomper

Posts: 216

Joined: Saturday, 25th December 2010, 20:02

Post Friday, 7th June 2013, 20:38

Re: Auxiliary attacks

I seem to recall your unarmed combat skill affecting them. to some extent. maybe only certain ones.
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Tartarus Sorceror

Posts: 1850

Joined: Monday, 20th December 2010, 04:22

Location: Surabaya, Indonesia

Post Saturday, 8th June 2013, 06:01

Re: Auxiliary attacks

tasonir wrote:
Konedar wrote:Retaliation is different, when u dodge an attack u have str+dex % chance to retaliate.


it's based on your strength and dex, but not simply the sum of the two of them. Dex adds slightly more chance than str, but it's not really that important.

Where did you get that from?

Tartarus Sorceror

Posts: 1776

Joined: Monday, 21st February 2011, 15:57

Location: South Carolina

Post Saturday, 8th June 2013, 12:04

Re: Auxiliary attacks

Is the formula for retaliation still 5*STR + 7*DEX > rand2(600)?

Unarmed combat skill does not increase damage or frequency for auxiliary attacks. It used to, but then the attacks were pretty much worthless if you didn't train, so they didn't make people pick different armour sets.

Ziggurat Zagger

Posts: 11111

Joined: Friday, 8th February 2013, 12:00

Post Monday, 10th June 2013, 08:43

Re: Auxiliary attacks

  Code:
bool melee_attack::_extra_aux_attack(unarmed_attack_type atk, bool is_uc)
{
    // No extra unarmed attacks for disabled mutations.
    if (_tran_forbid_aux_attack(atk))
        return false;

    if (atk == UNAT_CONSTRICT)
        return (is_uc
                 || you.species == SP_NAGA && you.experience_level > 12
                 || you.species == SP_OCTOPODE && you.has_usable_tentacle());

    if (you.strength() + you.dex() <= random2(50))
        return false;

    switch (atk)
    {
    case UNAT_KICK:
        return (is_uc
                 || player_mutation_level(MUT_HOOVES)
                 || you.has_usable_talons()
                 || player_mutation_level(MUT_TENTACLE_SPIKE));

    case UNAT_PECK:
        return ((is_uc
                 || player_mutation_level(MUT_BEAK))
                && !one_chance_in(3));

    case UNAT_HEADBUTT:
        return ((is_uc
                 || player_mutation_level(MUT_HORNS))
                && !one_chance_in(3));

    case UNAT_TAILSLAP:
        return ((is_uc
                 || you.has_usable_tail())
                && coinflip());

    case UNAT_PSEUDOPODS:
        return ((is_uc
                 || you.has_usable_pseudopods())
                && !one_chance_in(3));

    case UNAT_TENTACLES:
        return ((is_uc
                 || you.has_usable_tentacles())
                && !one_chance_in(3));

    case UNAT_BITE:
        return ((is_uc
                 || you.has_usable_fangs()
                 || player_mutation_level(MUT_ACIDIC_BITE))
                && x_chance_in_y(2, 5));

    case UNAT_PUNCH:
        return (is_uc && !one_chance_in(3));

    default:
        return false;
    }
}

Ziggurat Zagger

Posts: 5382

Joined: Friday, 25th November 2011, 07:36

Post Tuesday, 11th June 2013, 23:56

Re: Auxiliary attacks

That mino formula looks like the one I saw before, yes.

Also apparently having a tentacle spike on an octopode is considered a 'kick' attack. I always figured it was an attempt at giving them claws, guess not ;)

if (atk == UNAT_CONSTRICT)
return (is_uc
|| you.species == SP_NAGA && you.experience_level > 12
|| you.species == SP_OCTOPODE && you.has_usable_tentacle());


bolded change is worst change ever ;)

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