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		<updated>2026-04-14T17:44:49Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://drl.chaosforge.org/wiki/Strategy:Tough_as_Nails</id>
		<title>Strategy:Tough as Nails</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Strategy:Tough_as_Nails"/>
				<updated>2021-11-20T16:07:23Z</updated>
		
		<summary type="html">&lt;p&gt;Sylph: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
&lt;br /&gt;
Tough as nails gives a character a flat +1 armor. Generally speaking, this tends to a weaker defensive trait than hellrunner, but choosing between the two involves a lot more consideration than just the general case.&lt;br /&gt;
&lt;br /&gt;
Situations in which a player could benefit from a little extra armor, but has the option of retreating to somewhere safer, are fairly common. In such circumstances hellrunner shines. A much less common situation is that which sees a player under fire, with nowhere to retreat to. Less common, though, doesn't necessarily mean less important to preclude. In fact, we're all *so* familiar with that unlucky caves level that we enter surrounded by arachnotrons, or the panic-inducing start in a room with a pod of mancubi, revenants, and archviles - all that's required is another pod on the other side of the nearest door, and the game could abruptly end! Sometimes our only recourse is just to kill the enemies as quickly as possible, and in those cases hellrunner will offer very little protection.&lt;br /&gt;
So, while hellrunner is usually better, since the former case is more common, surviving the UNusual situation is often more critical to our success.&lt;br /&gt;
&lt;br /&gt;
Another consideration is how tough as nails provides more benefit the more damage we're taking. While we always endeavour to take as little damage as possible, this can still be a factor in choosing defensive traits. For example, the technician, with an ability to use medikits almost instantly, will tend to carry a few more health packs and tank a little more damage (while a scout would be more likely to roll the dice of phase devices or rocket jumps). The very fact that we're playing a technician can encourage tough as nails per se.&lt;br /&gt;
&lt;br /&gt;
Most importantly, though, I feel it needs to be mentioned that tough as nails is working at its best when our received damage after other defense is low, but greater than 1. 3 is the magic number here, where TaN will reduce it to 1, effectively *trippling* our hitpoints against such attacks. While in practice it may be incredibly unlikely to get this 'sweet spot', there is a case where it's a lot more common than might be expected - cerberus armor. Cerberus armor offers little protection from bullet attacks, which are typically in the range of 2-8 dmg, but if the cerberus armor is power-modded, that (2-8) 5 average damage is going to be reduced by the power mod down to, you guessed it, 3! Cerberus armor similarly fails to defend well against shotguns, which are significantly more powerful, but since they are shotgun attacks our TaN defensive trait is doubled in effectiveness here! Then we have the energy attacks, which hit hard (anything from 12(caco) to 20(archvile), perhaps about 16 damage on average?); Cerberus armor's resistance% hugely reduces these down to about 5 damage, and then the p-mod takes it down to that familiar sweet spot, 3! &lt;br /&gt;
Put that all together, and it turns out that if we're wearing P-modded cerberus, that ideal three times as tough 'perfect scenario' actually occurs with surprising consistency! This is more than a little convenient, given that cerberus armor is pretty much the go-to late-game defensive goal if no fancy uniques are found!&lt;br /&gt;
&lt;br /&gt;
I suspect that by the time players are building cerberus armor regularly, they have already judged and excluded TaN from their list of go-to traits (that was certainly what happened with me, anyway!) but I feel that the two synergise well enough to ultimately put tough as nails amongst the very top of the defensive trait choices.&lt;/div&gt;</summary>
		<author><name>Sylph</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Damage_type</id>
		<title>Damage type</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Damage_type"/>
				<updated>2021-11-20T16:07:07Z</updated>
		
		<summary type="html">&lt;p&gt;Sylph: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{infostrat switch}}&lt;br /&gt;
Every damage source has a damage type associated with it. There are seven types of damage: melee, bullet, shrapnel, fire, plasma, acid, and piercing. Each is, of course, different from the others in some way, though some are more common than others. Also, [[resistance]]s apply to each damage type separately.&lt;br /&gt;
&lt;br /&gt;
{{Anchor|Melee}}{{Anchor|melee}}&lt;br /&gt;
==Melee Damage==&lt;br /&gt;
For every point of armor the target has, they take one less damage per hit. Melee damage cannot destroy walls. It is dealt by almost all melee attacks.&lt;br /&gt;
&lt;br /&gt;
{{Anchor|Bullet}}{{Anchor|bullet}}&lt;br /&gt;
==Bullet Damage==&lt;br /&gt;
Bullet damage has the same technical properties as melee damage; protection applies normally and bullet damage cannot destroy walls. Bullet damage is generally dealt by weapons that use [[10mm ammo]].&lt;br /&gt;
&lt;br /&gt;
{{Anchor|Shrapnel}}{{Anchor|shrapnel}}&lt;br /&gt;
==Shrapnel Damage==&lt;br /&gt;
For every point of armor the target has, they take two less damage per hit (although this goes to zero for the player if they have the [[Traits#Army of the Dead|Army of the Dead]] master trait). Shrapnel damage cannot destroy walls. It is limited to most shotguns.&lt;br /&gt;
&lt;br /&gt;
{{Anchor|Fire}}{{Anchor|fire}}&lt;br /&gt;
==Fire Damage==&lt;br /&gt;
Fire damage treats protection normally (one less per point), but can destroy walls. Additionally, fire damage is the best for [[gibbing]] enemies.&lt;br /&gt;
&lt;br /&gt;
{{Anchor|Plasma}}{{Anchor|plasma}}&lt;br /&gt;
&lt;br /&gt;
==Plasma Damage==&lt;br /&gt;
Plasma Damage halves armor protection, rounded down. [[Gibbing]] is easier. Most weapons that use [[power cell]]s do plasma damage. Additionally, several enemy projectiles cause plasma (even some you may not expect).&lt;br /&gt;
Plasma damage from a shotgun is capable of destroying corpses on the ground. &lt;br /&gt;
&lt;br /&gt;
{{Anchor|Acid}}{{Anchor|acid}}&lt;br /&gt;
==Acid Damage==&lt;br /&gt;
Acid damage damages [[protection|armor durability]] twice as much as other damage types. [[Gibbing]] is easier.&lt;br /&gt;
&lt;br /&gt;
{{Anchor|Piercing}}{{Anchor|piercing}}&lt;br /&gt;
==Piercing Damage==&lt;br /&gt;
Piercing damage ignores all protection and resistances. However, it cannot destroy walls and is no better at [[gibbing]] than bullet damage.&lt;br /&gt;
Note - unlike plasma, piercing damage from a shotgun does *not* affect corpses. Nano-shrapnel will not harm corpses, even when it is applied to a plasma shotgun.&lt;/div&gt;</summary>
		<author><name>Sylph</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Cyberdemon</id>
		<title>Cyberdemon</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Cyberdemon"/>
				<updated>2020-12-19T13:25:26Z</updated>
		
		<summary type="html">&lt;p&gt;Sylph: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
{{Monsters|&lt;br /&gt;
monster_name=Cyberdemon|&lt;br /&gt;
monster_looks=&amp;lt;font color=&amp;quot;olive&amp;quot;&amp;gt;&amp;lt;b&amp;gt;C&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;|&lt;br /&gt;
monster_hp=200+10&amp;amp;times;difficulty&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; = 210, 240, 290, 360, 450|&lt;br /&gt;
monster_ac=4|&lt;br /&gt;
monster_acc=+8 melee, +12 ranged|&lt;br /&gt;
monster_melee=1d3+15 = 16-18 = 17 avg|&lt;br /&gt;
monster_projectile=Attacks with a [[rocket launcher]]: 6d6 = 6-36 = 21 avg|&lt;br /&gt;
monster_speed=110%|&lt;br /&gt;
monster_dlvl=[[Tower of Babel]], or 80 and lower on A100|&lt;br /&gt;
monster_xp=2720|&lt;br /&gt;
monster_inventory=Rocket launcher, [[rocket]] (x30)|&lt;br /&gt;
monster_pickup=Yes|&lt;br /&gt;
monster_doors=Yes|&lt;br /&gt;
monster_atkchance=75%|&lt;br /&gt;
monster_abilities=Takes no damage from [[fluids]] nor from its own attacks. Immune to [[knockback]].|&lt;br /&gt;
monster_description=''Monster and machine, combined. Equipped with a rocket launcher, this nightmare is the worst thing you can find in Hell. Or at least that is what you hope...''|&lt;br /&gt;
monster_other=Hunts player precisely.}}&lt;/div&gt;</summary>
		<author><name>Sylph</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Strategy:Demolition_ammo</id>
		<title>Strategy:Demolition ammo</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Strategy:Demolition_ammo"/>
				<updated>2020-12-13T01:57:05Z</updated>
		
		<summary type="html">&lt;p&gt;Sylph: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
&lt;br /&gt;
Demolition ammo can appear, at first glance, an underwhelming [[Assemblies|assembly]], considering that it's a master (4-mod) recipe, and involves a rare modpack.&lt;br /&gt;
&lt;br /&gt;
On further study, though, demolition ammo on a pistol can be incredible, albeit not for conventional firefighting. &lt;br /&gt;
&lt;br /&gt;
The most obvious strength of demolition ammo is the ability to destroy walls and [[corpses]], which can be of extreme importance on nightmare difficulty. In fact, to a character spending traits in son of a gun, the ability to destroy corpses in 0.1 seconds makes nightmare basically into an easier version of ultra violence (nightmare's increased powerup duration, ammo drops etc).&lt;br /&gt;
&lt;br /&gt;
The second strength of demolition ammo is the damage type: Not just for slaughtering revenants; but for knockback! Again it's easy to overlook, but fire damage has a much better [[knockback|knockback threshold]] than bullet damage, making this a great defensive trait when being swarmed. SoaG users have very fast fire rate, and having a pistol that can knock multiple targets back by 2 or more tiles per bullet (so ~10 strong knockback shots per enemy move) can be a real game changer.&lt;br /&gt;
&lt;br /&gt;
Last, targets standing next to a wall can be damaged without passing a [[Accuracy|to-hit roll]]. When using intuition, tracking maps, or other means of knowing the position of a monster, this affords a player the ability to kill targets outside of LOS with ease, or intentionally move them around. If you have a technician, try picking up computer maps (or get tracking maps with any character) and it will quickly become apparent just how great this ability can be!&lt;br /&gt;
&lt;br /&gt;
All together, these traits make demolition ammo one of the absolute best pistols available, and learning to harness them can make a firestorm mod go from a relatively disappointing rare modpack armory reward, to a game-changing boon matching the other rare mods for power.&lt;/div&gt;</summary>
		<author><name>Sylph</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Strategy:Tough_as_Nails</id>
		<title>Strategy:Tough as Nails</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Strategy:Tough_as_Nails"/>
				<updated>2020-12-13T01:53:16Z</updated>
		
		<summary type="html">&lt;p&gt;Sylph: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
&lt;br /&gt;
Tough as nails gives a character a flat +1 armor. Generally speaking, this tends to a weaker defensive trait than jellrunner, but choosing between the two involves a lot more consideration than just the general case.&lt;br /&gt;
&lt;br /&gt;
Situations in which a player could benefit from a little extra armor, but has the option of retreating to somewhere safer, are fairly common. In such circumstances hellrunner shines. A much less common situation is that which sees a player under fire, with nowhere to retreat to. Less common, though, doesn't necessarily mean less important to preclude. In fact, we're all *so* familiar with that unlucky caves level that we enter surrounded by arachnotrons, or the panic-inducing start in a room with a pod of mancubi, revenants, and archviles - all that's required is another pod on the other side of the nearest door, and the game could abruptly end! Sometimes our only recourse is just to kill the enemies as quickly as possible, and in those cases hellrunner will offer very little protection.&lt;br /&gt;
So, while hellrunner is usually better, since the former case is more common, surviving the UNusual situation is often more critical to our success.&lt;br /&gt;
&lt;br /&gt;
Another consideration is how tough as nails provides more benefit the more damage we're taking. While we always endeavour to take as little damage as possible, this can still be a factor in choosing defensive traits. For example, the technician, with an ability to use medikits almost instantly, will tend to carry a few more health packs and tank a little more damage (while a scout would be more likely to roll the dice of phase devices or rocket jumps). The very fact that we're playing a technician can encourage tough as nails per se.&lt;br /&gt;
&lt;br /&gt;
Most importantly, though, I feel it needs to be mentioned that tough as nails is working at its best when our received damage after other defense is low, but greater than 1. 3 is the magic number here, where TaN will reduce it to 1, effectively *trippling* our hitpoints against such attacks. While in practice it may be incredibly unlikely to get this 'sweet spot', there is a case where it's a lot more common than might be expected - cerberus armor. Cerberus armor offers little protection from bullet attacks, which are typically in the range of 2-8 dmg, but if the cerberus armor is power-modded, that (2-8) 5 average damage is going to be reduced by the power mod down to, you guessed it, 3! Cerberus armor similarly fails to defend well against shotguns, which are significantly more powerful, but since they are shotgun attacks our TaN defensive trait is doubled in effectiveness here! Then we have the energy attacks, which hit hard (anything from 12(caco) to 20(archvile), perhaps about 16 damage on average?); Cerberus armor's resistance% hugely reduces these down to about 5 damage, and then the p-mod takes it down to that familiar sweet spot, 3! &lt;br /&gt;
Put that all together, and it turns out that if we're wearing P-modded cerberus, that ideal three times as tough 'perfect scenario' actually occurs with surprising consistency! This is more than a little convenient, given that cerberus armor is pretty much the go-to late-game defensive goal if no fancy uniques are found!&lt;br /&gt;
&lt;br /&gt;
I suspect that by the time players are building cerberus armor regularly, they have already judged and excluded TaN from their list of go-to traits (that was certainly what happened with me, anyway!) but I feel that the two synergise well enough to ultimately put tough as nails amongst the very top of the defensive trait choices.&lt;/div&gt;</summary>
		<author><name>Sylph</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Energy_pistol</id>
		<title>Energy pistol</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Energy_pistol"/>
				<updated>2020-12-12T17:14:43Z</updated>
		
		<summary type="html">&lt;p&gt;Sylph: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
{{ranged weapon|&lt;br /&gt;
weapon_name=Energy pistol|&lt;br /&gt;
weapon_dmg=Original + 1 Sides per die|&lt;br /&gt;
weapon_avgdmg=Varies|&lt;br /&gt;
weapon_dmgtype=[[Damage type#Plasma|Plasma]]|&lt;br /&gt;
weapon_accuracy=Original|&lt;br /&gt;
weapon_ftime=Original * 0.8|&lt;br /&gt;
weapon_rtime=Original|&lt;br /&gt;
weapon_clip=Original|&lt;br /&gt;
weapon_ammo=[[Power cell]]|&lt;br /&gt;
weapon_afire=Original|&lt;br /&gt;
weapon_areload=Original|&lt;br /&gt;
weapon_get=[[Assemblies|Assembly]]:  any pistol + PPT|&lt;br /&gt;
weapon_quote=N/A|&lt;br /&gt;
weapon_looks=&amp;lt;font color=&amp;quot;cyan&amp;quot;&amp;gt;&amp;lt;b&amp;gt;}&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;|&lt;br /&gt;
weapon_description=Assembly (same as original)|&lt;br /&gt;
weapon_other=N/A|&lt;br /&gt;
weapon_source=Classic SF weapon}}&lt;/div&gt;</summary>
		<author><name>Sylph</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Strategy:Tough_as_Nails</id>
		<title>Strategy:Tough as Nails</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Strategy:Tough_as_Nails"/>
				<updated>2020-12-12T17:14:08Z</updated>
		
		<summary type="html">&lt;p&gt;Sylph: Created page with &amp;quot;{{infostrat switch}}  Tough as nails gives a character a flat +1 armor. Generally speaking, this tends to a weaker defensive trait than Hellrunner, but there's a lot more to i...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
&lt;br /&gt;
Tough as nails gives a character a flat +1 armor. Generally speaking, this tends to a weaker defensive trait than Hellrunner, but there's a lot more to it than just that!&lt;br /&gt;
Situations in which a player could benefit from a little extra armor, but has the option of retreating, are fairly common, and those are situations in which hellrunner shines. A much less common situation is that which sees a player under fire, and nowhere to retreat to. Less common, though, doesn't necessarily mean less important to preclude. In fact, we're all *so* familiar with that unlucky caves level that we enter surrounded by arachnotrons, or the panic-inducing start in a room with a pod of mancubi, revenants, and archviles - all that's required is another pod on the other side of the nearest door, and the game could abruptly end!&lt;br /&gt;
&lt;br /&gt;
Tough as nails is a trait, of course, that provides more benefit the more damage we're taking. This actually *can* be significant in choosing defensive traits! For example, the technician, with his ability to use medikits almost instantly, will tend to carry a few more health packs and tank a little more damage (while a scout would be more likely to roll the dice of phase devices or rocket jumps). &lt;br /&gt;
&lt;br /&gt;
Most importantly, though, I feel it needs to be mentioned that tough as nails is working at its best when incoming after other defense is low, but greater than 1. There is one situation in which almost all damage sources are adjusted to this 'sweet spot' - cerberus armor. Cerberus armor only offers a little protection from bullet attacks, which are typically in the range of 2-8, and if the cerberus armor is power-modded, that will result in an average of 3 damage, reduced to 1 from TaN! Cerberus armor similarly fails to defend well against shotguns, which are significantly more powerful, but the 'armor counts double' quirk of shrapnel means that TaN makes a similar reduction to former sergeants - about 70% damage reduction! Then we have the energy attacks, which hit hard (let's say, 16 damage on average?); Cerberus armor's resistance% hugely reduces these down to about 5 damage, and then the p-mod takes it down to that familiar sweet spot, 3! &lt;br /&gt;
Put that all together, and it turns out that a couple of levels of tough as nails actually more than double the survivability of a doomguy wearing p-modded cerberus. This is more than a little convenient, given that cerberus armor is pretty much the go-to late-game defensive goal if no fancy uniques are found!&lt;br /&gt;
&lt;br /&gt;
I suspect that by the time players are building cerberus armor regularly, they have already judged and excluded TaN from their list of go-to traits, but I feel that the two synergise well enough to ultimately put TaN amongst the very top of the defensive trait choices.&lt;/div&gt;</summary>
		<author><name>Sylph</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Strategy:Demolition_ammo</id>
		<title>Strategy:Demolition ammo</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Strategy:Demolition_ammo"/>
				<updated>2020-12-08T23:02:13Z</updated>
		
		<summary type="html">&lt;p&gt;Sylph: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
&lt;br /&gt;
Demolition ammo can appear, at first glance, an underwhelming [[Assemblies|assembly]], considering that it's a master (4-mod) recipe, and involves a rare modpack.&lt;br /&gt;
&lt;br /&gt;
On further study, though, demolition ammo on a pistol can be incredible, albeit not for conventional firefighting. &lt;br /&gt;
&lt;br /&gt;
The most obvious strength of demolition ammo is the ability to destroy walls and [[corpses]], which can be of extreme importance on nightmare difficulty. In fact, to a character spending traits in son of a gun, the ability to destroy corpses in 0.1 seconds makes nightmare basically into an easier version of ultra violence (nightmare's increased powerup duration, ammo drops etc).&lt;br /&gt;
&lt;br /&gt;
The second strength of demolition ammo is the damage type: Not just for slaughtering revenants; but for knockback! Again it's easy to overlook, but fire damage has a much stronger [[knockback|knockback threshold]] than bullet damage, making this a great defensive trait when being swarmed. SoaG users have very fast fire rate, and having a pistol that can knock multiple targets back by 2 or more tiles per bullet (so ~10 strong knockback shots per enemy move) can be a real game changer.&lt;br /&gt;
&lt;br /&gt;
Last, targets standing next to a wall can be damaged without passing a [[Accuracy|to-hit roll]]. When using intuition, tracking maps, or other means of knowing the position of a monster, this affords a player the ability to kill targets outside of LOS with ease, or intentionally move them around. If you have a technician, try picking up computer maps (or get tracking maps with any character) and it will quickly become apparent just see how great this ability can be!&lt;br /&gt;
&lt;br /&gt;
All together, these traits make demolition ammo one of the absolute best pistols available, and learning to harness them can make a firestorm mod go from a relatively disappointing rare modpack armory reward, to a game-changing boon matching the other rare mods for power.&lt;/div&gt;</summary>
		<author><name>Sylph</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Strategy:Demolition_ammo</id>
		<title>Strategy:Demolition ammo</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Strategy:Demolition_ammo"/>
				<updated>2020-12-08T22:59:04Z</updated>
		
		<summary type="html">&lt;p&gt;Sylph: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
&lt;br /&gt;
Demolition ammo can appear, at first glance, an underwhelming [[Assemblies|assembly]], considering that it's a master (4-mod) recipe, and involves a rare modpack.&lt;br /&gt;
&lt;br /&gt;
On further study, though, demolition ammo on a pistol can be incredible, albeit not for conventional firefighting. &lt;br /&gt;
&lt;br /&gt;
The most obvious strength of demolition ammo is the ability to destroy walls and [[corpses]], which can be of extreme importance on nightmare difficulty. In fact, to a character spending traits in son of a gun, the ability to destroy corpses in 0.1 second makes nightmare basically into an easier version of ultra violence (nightmare's increased powerup duration, ammo drops etc).&lt;br /&gt;
&lt;br /&gt;
The second strength of demolition ammo is the damage type: Not just for slaughtering revenants; but for knockback! Again it's easy to overlook, but fire damage has a much stronger [[knockback|knockback threshold]] than bullet damage, making this a great defensive trait when being swarmed. SoaG users have very fast fire rate, and having a pistol that can knock multiple targets back by 2 or more tiles per bullet can be a real game changer.&lt;br /&gt;
&lt;br /&gt;
Last, targets standing next to a wall can be damaged without passing a [[Accuracy|to-hit roll]]. When using intuition, tracking maps, or other means of knowing the position of a monster, this affords a player the ability to kill targets outside of LOS with ease, or intentionally move them around.&lt;br /&gt;
&lt;br /&gt;
All together, these traits make demolition ammo one of the absolute best pistols available, and learning to harness them can make a firestorm mod go from a relatively disappointing rare modpack armory reward, to a game-changing boon matching the other rare mods for power.&lt;/div&gt;</summary>
		<author><name>Sylph</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Strategy:Demolition_ammo</id>
		<title>Strategy:Demolition ammo</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Strategy:Demolition_ammo"/>
				<updated>2020-12-04T13:48:03Z</updated>
		
		<summary type="html">&lt;p&gt;Sylph: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
&lt;br /&gt;
Demolition ammo can appear, at first glance, an underwhelming [[Assemblies|assembly]], considering that it's a master (4-mod) recipe, and involves a rare modpack.&lt;br /&gt;
&lt;br /&gt;
On further study, though, demolition ammo on a pistol can be incredible, albeit not for conventional firefighting. &lt;br /&gt;
&lt;br /&gt;
The most obvious strength of demolition ammo is the ability to destroy walls and [[corpses]], which can be of extreme importance on nightmare difficulty. In fact, to a character spending traits in son of a gun, the ability to destroy corpses in 0.1 second makes nightmare basically into an easier version of ultra violence (nightmare's increased powerup duration, ammo drops etc).&lt;br /&gt;
&lt;br /&gt;
The second strength of demolition ammo is the knockback: Again it's easy to miss, but fire damage has a much stronger [[knockback|knockback threshold]] than bullet damage, making this a great defensive trait when being swarmed. SoaG users have very fast fire rate, and having a pistol that can knock multiple targets back by 2 or more tiles per bullet can be a real game changer.&lt;br /&gt;
&lt;br /&gt;
Last, targets standing next to a wall can be damaged without passing a [[Accuracy|to-hit roll]]. When using intuition, tracking maps, or other means of knowing the position of a monster, this affords a player the ability to kill targets outside of LOS with ease, or intentionally move them around.&lt;br /&gt;
&lt;br /&gt;
All together, these traits make demolition ammo one of the absolute best pistols available, and learning to harness them can make a firestorm mod go from a relatively disappointing rare modpack armory reward, to a game-changing boon matching the other rare mods for power.&lt;/div&gt;</summary>
		<author><name>Sylph</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Strategy:Demolition_ammo</id>
		<title>Strategy:Demolition ammo</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Strategy:Demolition_ammo"/>
				<updated>2020-12-04T13:47:45Z</updated>
		
		<summary type="html">&lt;p&gt;Sylph: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
&lt;br /&gt;
Demolition ammo can appear, at first glance, an underwhelming [[Assemblies|assembly]], considering that it's a master (4-mod) recipe, and involves a rare modpack.&lt;br /&gt;
&lt;br /&gt;
On further study, though, demolition ammo on a pistol can be incredible, albeit not for conventional firefighting. &lt;br /&gt;
&lt;br /&gt;
The most obvious strength of demolition ammo is the ability to destroy walls and [[corpses]], which can be of extreme importance on nightmare difficulty. In fact, to a character spending traits in son of a gun, the ability to destroy corpses in 0.1 second makes nightmare basically into an easier version of ultra violence (nightmare's increased powerup duration, ammo drops etc).&lt;br /&gt;
&lt;br /&gt;
The second strength of demolition ammo is the knockback: Again it's easy to miss, but fire damage has a much stronger [[knockback|knockback threshold]] than bullet damage, making this a great defensive trait when being swarmed. SoaG users have very fast fire rate, and having a pistol that can knock multiple targets back by 2 or more tiles per bullet can be a real game changer.&lt;br /&gt;
&lt;br /&gt;
Last, targets standing next to a wall can be damaged without passing a [[Accuracy|to-hit roll]]. When using intuition, tracking maps, or other means of knowing the position of a monster, this affords a player the ability to kill targets outside of LOS with ease, or intentionally move them around.&lt;br /&gt;
&lt;br /&gt;
All together, along with the obvious wall destruction, these traits make demolition ammo one of the absolute best pistols available, and learning to harness them can make a firestorm mod go from a relatively disappointing rare modpack armory reward, to a game-changing boon matching the other rare mods for power.&lt;/div&gt;</summary>
		<author><name>Sylph</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Demolition_ammo</id>
		<title>Demolition ammo</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Demolition_ammo"/>
				<updated>2020-12-04T13:42:15Z</updated>
		
		<summary type="html">&lt;p&gt;Sylph: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
{{ranged weapon|&lt;br /&gt;
weapon_name=Demolition ammo|&lt;br /&gt;
weapon_dmg= Xd2, X is Original + 2 dice, [[explosions|radius]] 1|&lt;br /&gt;
weapon_avgdmg=Varies|&lt;br /&gt;
weapon_dmgtype=Fire|&lt;br /&gt;
weapon_accuracy=Original|&lt;br /&gt;
weapon_ftime=Original|&lt;br /&gt;
weapon_rtime=Original|&lt;br /&gt;
weapon_clip=Original|&lt;br /&gt;
weapon_ammo=Original|&lt;br /&gt;
weapon_afire=Original|&lt;br /&gt;
weapon_areload=Original|&lt;br /&gt;
weapon_get=[[Assemblies|Assembly]]: 10mm weapon + PTTF|&lt;br /&gt;
weapon_quote=N/A|&lt;br /&gt;
weapon_looks=&amp;lt;font color=&amp;quot;cyan&amp;quot;&amp;gt;&amp;lt;b&amp;gt;}&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;|&lt;br /&gt;
weapon_description=Assembly (same as original)|&lt;br /&gt;
weapon_other=1dN weapons (even the Minigun) are too weak to really clear your path even with additional P mod. But [[Combat pistol]], having 3d3, becomes 5d2 / 6d2, easily making holes of necessary size.&lt;br /&gt;
&lt;br /&gt;
The strengths of this assembly are less conspicuous than most, more details are in the [[Strategy:Demolition_ammo|strategy]] section for this page.}}&lt;/div&gt;</summary>
		<author><name>Sylph</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Strategy:Demolition_ammo</id>
		<title>Strategy:Demolition ammo</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Strategy:Demolition_ammo"/>
				<updated>2020-12-04T10:54:30Z</updated>
		
		<summary type="html">&lt;p&gt;Sylph: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
&lt;br /&gt;
Demolition ammo can appear, at first glance, an underwhelming [[Assemblies|assembly]], considering that it's a master (4-mod) recipe, and involves a rare modpack.&lt;br /&gt;
&lt;br /&gt;
On further study, though, demolition ammo on a pistol can be incredible, albeit not for conventional firefighting. &lt;br /&gt;
&lt;br /&gt;
The most obvious strength of demolition ammo is the ability to [[Corpses|destroy corpses]], which can be of extreme importance on nightmare difficulty. In fact, to a character spending traits in son of a gun, the ability to destroy corpses in 0.1 second makes nightmare basically into an easier version of ultra violence (nightmare's increased powerup duration, ammo drops etc).&lt;br /&gt;
&lt;br /&gt;
The second strength of demolition ammo is the knockback: Again it's easy to miss, but fire damage has a much stronger [[knockback|knockback threshold]] than bullet damage, making this a great defensive trait when being swarmed. SoaG users have very fast fire rate, and having a pistol that can knock multiple targets back by 2 or more tiles per bullet can be a real game changer.&lt;br /&gt;
&lt;br /&gt;
Last, targets standing next to a wall can be damaged without passing a [[Accuracy|to-hit roll]]. When using intuition, tracking maps, or other means of knowing the position of a monster, this affords a player the ability to kill targets outside of LOS with ease, or intentionally move them around.&lt;br /&gt;
&lt;br /&gt;
All together, along with the obvious wall destruction, these traits make demolition ammo one of the absolute best pistols available, and learning to harness them can make a firestorm mod go from a relatively disappointing rare modpack armory reward, to a game-changing boon matching the other rare mods for power.&lt;/div&gt;</summary>
		<author><name>Sylph</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Strategy:Demolition_ammo</id>
		<title>Strategy:Demolition ammo</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Strategy:Demolition_ammo"/>
				<updated>2020-12-04T10:49:50Z</updated>
		
		<summary type="html">&lt;p&gt;Sylph: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
&lt;br /&gt;
Demolition ammo can appear, at first glance, an underwhelming [[Assemblies|assembly]], considering that it's a master (4-mod) recipe, and involves a rare modpack.&lt;br /&gt;
&lt;br /&gt;
On further study, though, demolition ammo on a pistol can be incredible, albeit not for conventional firefighting. &lt;br /&gt;
&lt;br /&gt;
The most obvious strength of demolition ammo is the ability to [[Corpses|destroy corpses]], which can be of extreme importance on nightmare difficulty. In fact, to a character spending traits in son of a gun, the ability to destroy corpses in 0.1 second makes nightmare basically into an easier version of ultra violence (nightmare's increased powerup duration, ammo drops etc).&lt;br /&gt;
&lt;br /&gt;
The second strength of demolition ammo is the knockback: Again it's easy to miss, but fire damage has a much stronger [[knockback|knockback threshold]] than bullet damage, making this a great defensive trait when being swarmed. SoaG users have very fast fire rate, and having a pistol that can knock multiple targets back by 2 or more tiles per bullet can be a real game changer.&lt;br /&gt;
&lt;br /&gt;
Last, targets standing next to a wall can be damaged without passing a [[Accuracy|to-hit roll]]. When using intuition, tracking maps, or other means of knowing the position of a monster, this affords a player the ability to kill targets outside of LOS with ease, or intentionally move them around.&lt;br /&gt;
&lt;br /&gt;
All together, these traits make demolition ammo one of the absolute best pistols available, and learning to harness them can make a firestorm mod go from a relatively disappointing rare modpack armory reward, to a game-changing boon matching the other rare mods for power.&lt;/div&gt;</summary>
		<author><name>Sylph</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Strategy:Demolition_ammo</id>
		<title>Strategy:Demolition ammo</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Strategy:Demolition_ammo"/>
				<updated>2020-12-04T10:49:34Z</updated>
		
		<summary type="html">&lt;p&gt;Sylph: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
&lt;br /&gt;
Demolition ammo can appear, at first glance, an underwhelming [[Assemblies|assembly]], considering that it's a master (4-mod) assembly, and involves a rare modpack.&lt;br /&gt;
&lt;br /&gt;
On further study, though, demolition ammo on a pistol can be incredible, albeit not for conventional firefighting. &lt;br /&gt;
&lt;br /&gt;
The most obvious strength of demolition ammo is the ability to [[Corpses|destroy corpses]], which can be of extreme importance on nightmare difficulty. In fact, to a character spending traits in son of a gun, the ability to destroy corpses in 0.1 second makes nightmare basically into an easier version of ultra violence (nightmare's increased powerup duration, ammo drops etc).&lt;br /&gt;
&lt;br /&gt;
The second strength of demolition ammo is the knockback: Again it's easy to miss, but fire damage has a much stronger [[knockback|knockback threshold]] than bullet damage, making this a great defensive trait when being swarmed. SoaG users have very fast fire rate, and having a pistol that can knock multiple targets back by 2 or more tiles per bullet can be a real game changer.&lt;br /&gt;
&lt;br /&gt;
Last, targets standing next to a wall can be damaged without passing a [[Accuracy|to-hit roll]]. When using intuition, tracking maps, or other means of knowing the position of a monster, this affords a player the ability to kill targets outside of LOS with ease, or intentionally move them around.&lt;br /&gt;
&lt;br /&gt;
All together, these traits make demolition ammo one of the absolute best pistols available, and learning to harness them can make a firestorm mod go from a relatively disappointing rare modpack armory reward, to a game-changing boon matching the other rare mods for power.&lt;/div&gt;</summary>
		<author><name>Sylph</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Demolition_ammo</id>
		<title>Demolition ammo</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Demolition_ammo"/>
				<updated>2020-12-04T10:45:37Z</updated>
		
		<summary type="html">&lt;p&gt;Sylph: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
{{ranged weapon|&lt;br /&gt;
weapon_name=Demolition ammo|&lt;br /&gt;
weapon_dmg= Xd2, X is Original + 2 dice, [[explosions|radius]] 1|&lt;br /&gt;
weapon_avgdmg=Varies|&lt;br /&gt;
weapon_dmgtype=Fire|&lt;br /&gt;
weapon_accuracy=Original|&lt;br /&gt;
weapon_ftime=Original|&lt;br /&gt;
weapon_rtime=Original|&lt;br /&gt;
weapon_clip=Original|&lt;br /&gt;
weapon_ammo=Original|&lt;br /&gt;
weapon_afire=Original|&lt;br /&gt;
weapon_areload=Original|&lt;br /&gt;
weapon_get=[[Assemblies|Assembly]]: 10mm weapon + PTTF|&lt;br /&gt;
weapon_quote=N/A|&lt;br /&gt;
weapon_looks=&amp;lt;font color=&amp;quot;cyan&amp;quot;&amp;gt;&amp;lt;b&amp;gt;}&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;|&lt;br /&gt;
weapon_description=Assembly (same as original)|&lt;br /&gt;
weapon_other=1dN weapons (even the Minigun) are too weak to really clear your path even with additional P mod. But [[Combat pistol]], having 3d3, becomes 5d2 / 6d2, easily making holes of necessary size.&lt;br /&gt;
&lt;br /&gt;
The strengths of this assembly are less conspicuous than most, so it's wise to read the [[Strategy:Demolition_ammo|strategy]] section for this page.}}&lt;/div&gt;</summary>
		<author><name>Sylph</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Demolition_ammo</id>
		<title>Demolition ammo</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Demolition_ammo"/>
				<updated>2020-12-04T10:40:32Z</updated>
		
		<summary type="html">&lt;p&gt;Sylph: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
{{ranged weapon|&lt;br /&gt;
weapon_name=Demolition ammo|&lt;br /&gt;
weapon_dmg= Xd2, X is Original + 2 dice, [[explosions|radius]] 1|&lt;br /&gt;
weapon_avgdmg=Varies|&lt;br /&gt;
weapon_dmgtype=Fire|&lt;br /&gt;
weapon_accuracy=Original|&lt;br /&gt;
weapon_ftime=Original|&lt;br /&gt;
weapon_rtime=Original|&lt;br /&gt;
weapon_clip=Original|&lt;br /&gt;
weapon_ammo=Original|&lt;br /&gt;
weapon_afire=Original|&lt;br /&gt;
weapon_areload=Original|&lt;br /&gt;
weapon_get=[[Assemblies|Assembly]]: 10mm weapon + PTTF|&lt;br /&gt;
weapon_quote=N/A|&lt;br /&gt;
weapon_looks=&amp;lt;font color=&amp;quot;cyan&amp;quot;&amp;gt;&amp;lt;b&amp;gt;}&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;|&lt;br /&gt;
weapon_description=Assembly (same as original)|&lt;br /&gt;
weapon_other=1dN weapons (even the Minigun) are too weak to really clear your path even with additional P mod. But [[Combat pistol]], having 3d3, becomes 5d2 / 6d2, easily making holes of necessary size.&lt;br /&gt;
&lt;br /&gt;
The strengths of this assembly are less palpable than most, so it's wise to read the [[Strategy:Demolition_ammo|strategy]] section for this page.}}&lt;/div&gt;</summary>
		<author><name>Sylph</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Demolition_ammo</id>
		<title>Demolition ammo</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Demolition_ammo"/>
				<updated>2020-12-04T10:38:26Z</updated>
		
		<summary type="html">&lt;p&gt;Sylph: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
{{ranged weapon|&lt;br /&gt;
weapon_name=Demolition ammo|&lt;br /&gt;
weapon_dmg= Xd2, X is Original + 2 dice, [[explosions|radius]] 1|&lt;br /&gt;
weapon_avgdmg=Varies|&lt;br /&gt;
weapon_dmgtype=Original|&lt;br /&gt;
weapon_accuracy=Original|&lt;br /&gt;
weapon_ftime=Original|&lt;br /&gt;
weapon_rtime=Original|&lt;br /&gt;
weapon_clip=Original|&lt;br /&gt;
weapon_ammo=Original|&lt;br /&gt;
weapon_afire=Original|&lt;br /&gt;
weapon_areload=Original|&lt;br /&gt;
weapon_get=[[Assemblies|Assembly]]: 10mm weapon + PTTF|&lt;br /&gt;
weapon_quote=N/A|&lt;br /&gt;
weapon_looks=&amp;lt;font color=&amp;quot;cyan&amp;quot;&amp;gt;&amp;lt;b&amp;gt;}&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;|&lt;br /&gt;
weapon_description=Assembly (same as original)|&lt;br /&gt;
weapon_other=1dN weapons (even the Minigun) are too weak to really clear your path even with additional P mod. But [[Combat pistol]], having 3d3, becomes 5d2 / 6d2, easily making holes of necessary size.&lt;br /&gt;
&lt;br /&gt;
The strengths of this assembly are less palpable than most, so it's wise to read the [[Strategy:Demolition_ammo|strategy]] section for this page.}}&lt;/div&gt;</summary>
		<author><name>Sylph</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Firestorm_weapon_pack</id>
		<title>Firestorm weapon pack</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Firestorm_weapon_pack"/>
				<updated>2020-12-04T10:31:52Z</updated>
		
		<summary type="html">&lt;p&gt;Sylph: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
{{Item|&lt;br /&gt;
item_name=Firestorm weapon pack|&lt;br /&gt;
item_get=Random (10+), [[Hell's Armory]]|&lt;br /&gt;
item_looks=&amp;lt;font color=&amp;quot;darkred&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;quot;&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;|&lt;br /&gt;
item_description=''A modification for rapid or explosive weapons -- increases shots by 2 for rapid, and blast radius by 2 for explosive weapons.''|&lt;br /&gt;
item_effect=Rapid-fire weapons: Gives 2 more shots per burst&lt;br /&gt;
&lt;br /&gt;
Explosive weapons: Increases [[explosions|blast radius]] by 2|&lt;br /&gt;
item_other=For the purposes of the firestorm weapon pack, rapid-fire weapons are those with at least 3 shots per burst and explosive weapons are those with a blast radius of at least 3. For a weapon that would qualify as both, preference is given to rapid-fire.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Whizkids can also use firestorm packs on pistols as part of the [[Demolition_ammo|demolition ammo]] assembly, which can be among the strongest uses of this item.}}&lt;/div&gt;</summary>
		<author><name>Sylph</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Strategy:Demolition_ammo</id>
		<title>Strategy:Demolition ammo</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Strategy:Demolition_ammo"/>
				<updated>2020-12-04T10:27:33Z</updated>
		
		<summary type="html">&lt;p&gt;Sylph: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
&lt;br /&gt;
Demolition ammo can appear, at first glance, as an underwhelming assembly, considering that it's a master (4-mod) assembly, and involves a rare modpack.&lt;br /&gt;
&lt;br /&gt;
On further study, though, demolition ammo on a pistol can be incredible, albeit not for conventional firefighting. &lt;br /&gt;
&lt;br /&gt;
The most obvious strength of demolition ammo is the ability to [[Corpses|destroy corpses]], which can be of extreme importance on nightmare difficulty. In fact, to a character spending traits in son of a gun, the ability to destroy corpses in 0.1 second makes nightmare basically into an easier version of ultra violence (nightmare's increased powerup duration, ammo drops etc).&lt;br /&gt;
&lt;br /&gt;
The second strength of demolition ammo is the knockback: Again it's easy to miss, but fire damage has a much stronger [[knockback|knockback threshold]] than bullet damage, making this a great defensive trait when being swarmed. SoaG users have very fast fire rate, and having a pistol that can knock multiple targets back by 2 or more tiles per bullet can be a real game changer.&lt;br /&gt;
&lt;br /&gt;
Last, targets standing next to a wall can be damaged without passing a [[Accuracy|to-hit roll]]. When using intuition, tracking maps, or other means of knowing the position of a monster, this affords a player the ability to kill targets outside of LOS with ease, or intentionally move them around.&lt;br /&gt;
&lt;br /&gt;
All together, these traits make demolition ammo one of the absolute best pistols available, and learning to harness them can make a firestorm mod go from a relatively disappointing rare modpack armory reward, to a game-changing boon matching the other rare mods for power.&lt;/div&gt;</summary>
		<author><name>Sylph</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Strategy:Demolition_ammo</id>
		<title>Strategy:Demolition ammo</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Strategy:Demolition_ammo"/>
				<updated>2020-12-04T10:26:55Z</updated>
		
		<summary type="html">&lt;p&gt;Sylph: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
&lt;br /&gt;
Demolition ammo can appear, at first glance, as an underwhelming assembly, considering that it's a master (4-mod) assembly, and involves a rare modpack.&lt;br /&gt;
&lt;br /&gt;
On further study, though, demolition ammo on a pistol can be incredible, albeit not for conventional firefighting. &lt;br /&gt;
&lt;br /&gt;
The most obvious strength of demolition ammo is the ability to [[Corpses|destroy corpses]], which can be of extreme importance on nightmare difficulty. In fact, to a character spending traits in son of a gun, the ability to destroy corpses in 0.1 second makes nightmare basically into an easier version of ultra violence (nightmare's increased powerup duration, ammo drops etc).&lt;br /&gt;
&lt;br /&gt;
The second strength of demolition ammo is the knockback: Again it's easy to miss, but fire damage has a much stronger [[knockback|knockback threshold]] than bullet damage, making this a great defensive trait when being swarmed. SoaG users have very fast fire rate, and having a pistol that can knock multiple targets back by 2 or more tiles per bullet can be a real game changer.&lt;br /&gt;
&lt;br /&gt;
Last, targets standing next to a wall can be damaged without passing a to-hit roll. When using intuition, tracking maps, or other means of knowing the position of a monster, this affords a player the ability to kill targets outside of LOS with ease, or intentionally move them around.&lt;br /&gt;
&lt;br /&gt;
All together, these traits make demolition ammo one of the absolute best pistols available, and learning to harness them can make a firestorm mod go from a relatively disappointing rare modpack armory reward, to a game-changing boon matching the other rare mods for power.&lt;/div&gt;</summary>
		<author><name>Sylph</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Firestorm_weapon_pack</id>
		<title>Firestorm weapon pack</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Firestorm_weapon_pack"/>
				<updated>2020-12-04T10:21:36Z</updated>
		
		<summary type="html">&lt;p&gt;Sylph: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
{{Item|&lt;br /&gt;
item_name=Firestorm weapon pack|&lt;br /&gt;
item_get=Random (10+), [[Hell's Armory]]|&lt;br /&gt;
item_looks=&amp;lt;font color=&amp;quot;darkred&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;quot;&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;|&lt;br /&gt;
item_description=''A modification for rapid or explosive weapons -- increases shots by 2 for rapid, and blast radius by 2 for explosive weapons.''|&lt;br /&gt;
item_effect=Rapid-fire weapons: Gives 2 more shots per burst&lt;br /&gt;
&lt;br /&gt;
Explosive weapons: Increases [[explosions|blast radius]] by 2|&lt;br /&gt;
item_other=For the purposes of the firestorm weapon pack, rapid-fire weapons are those with at least 3 shots per burst and explosive weapons are those with a blast radius of at least 3. For a weapon that would qualify as both, preference is given to rapid-fire.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Whizkids can also use firestorm packs on pistols as part of the demolition ammo assembly, which can be among the strongest uses of this item.}}&lt;/div&gt;</summary>
		<author><name>Sylph</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Strategy:Demolition_ammo</id>
		<title>Strategy:Demolition ammo</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Strategy:Demolition_ammo"/>
				<updated>2020-12-04T10:16:03Z</updated>
		
		<summary type="html">&lt;p&gt;Sylph: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
&lt;br /&gt;
Demolition ammo can appear, at first glance, as an underwhelming assembly, considering that it's a master (4-mod) assembly, and involves a rare modpack.&lt;br /&gt;
&lt;br /&gt;
On further study, though, demolition ammo on a pistol can be incredible, albeit not for conventional firefighting. &lt;br /&gt;
&lt;br /&gt;
The most obvious strength of demolition ammo is the ability to destroy corpses, which can be of extreme importance on nightmare difficulty. In fact, to a character spending traits in son of a gun, the ability to destroy corpses in 0.1 second makes nightmare basically into an easier version of ultra violence (nightmare's increased powerup duration, ammo drops etc).&lt;br /&gt;
&lt;br /&gt;
The second strength of demolition ammo is the knockback: Again it's easy to miss, but fire damage has a much stronger knockback threshold than bullet damage, making this a great defensive trait when being swarmed. SoaG users have very fast fire rate, and having a pistol that can knock multiple targets back by 2 or more tiles per bullet can be a real game changer.&lt;br /&gt;
&lt;br /&gt;
Last, targets standing next to a wall can be damaged without passing a to-hit roll. When using intuition, tracking maps, or other means of knowing the position of a monster, this affords a player the ability to kill targets outside of LOS with ease, or intentionally move them around.&lt;br /&gt;
&lt;br /&gt;
All together, these traits make demolition ammo one of the absolute best pistols available, and learning to harness them can make a firestorm mod go from a relatively disappointing rare modpack armory reward, to a game-changing boon matching the other rare mods for power.&lt;/div&gt;</summary>
		<author><name>Sylph</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Strategy:Demolition_ammo</id>
		<title>Strategy:Demolition ammo</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Strategy:Demolition_ammo"/>
				<updated>2020-12-04T10:01:55Z</updated>
		
		<summary type="html">&lt;p&gt;Sylph: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
&lt;br /&gt;
Demolition ammo often appears, at first glance, as an exceedingly underwhelming assembly, especially considering that it's a 4-mod master assembly, and involves a rare modpack.&lt;br /&gt;
&lt;br /&gt;
On further study, though, demolition ammo can be an incredible assembly, albeit not for pumping out damage. &lt;br /&gt;
&lt;br /&gt;
The most obvious strength of demolition ammo is the ability to destroy corpses, which can be of extreme importance on nightmare difficulty. In fact, to a character spending traits in son of a gun, the ability to destroy corpses in 0.1 second makes nightmare basically into an easier version of ultra violence (nightmare's increased powerups, ammo drops etc).&lt;br /&gt;
&lt;br /&gt;
The second strength of demolition ammo is the knockback: fire damage has a much stronger knockback than bullet damage, making this a great defensive trait when being swarmed.&lt;br /&gt;
&lt;br /&gt;
Last, targets standing next to a wall can be damaged without passing a to-hit roll. When using intuition, tracking maps, or other means of knowing the position of a monster, this affords a player the ability to kill targets outside of LOS with ease.&lt;br /&gt;
&lt;br /&gt;
All together, these traits make demolition ammo one of the absolute best pistols available, and learning to harness them can make a firestorm mod go from a relatively disappointing rare modpack, to a game-changing boon, even for characters that otherwise wouldn't look twice at a pistol.&lt;/div&gt;</summary>
		<author><name>Sylph</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Strategy:Demolition_ammo</id>
		<title>Strategy:Demolition ammo</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Strategy:Demolition_ammo"/>
				<updated>2020-12-03T20:01:11Z</updated>
		
		<summary type="html">&lt;p&gt;Sylph: Created page with &amp;quot;Demolition ammo often appears, at first glance, as an exceedingly underwhelming assembly, especially considering that it's a 4-mod master assembly, and involves a rare modpack...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Demolition ammo often appears, at first glance, as an exceedingly underwhelming assembly, especially considering that it's a 4-mod master assembly, and involves a rare modpack.&lt;br /&gt;
&lt;br /&gt;
On further study, though, demolition ammo can be an incredible assembly, albeit not for pumping out damage. &lt;br /&gt;
&lt;br /&gt;
The most obvious strength of demolition ammo is the ability to destroy corpses, which can be of extreme importance on nightmare difficulty. In fact, to a character spending traits in son of a gun, the ability to destroy corpses in 0.1 second makes nightmare basically into an easier version of ultra violence (nightmare's increased powerups, ammo drops etc).&lt;br /&gt;
&lt;br /&gt;
The second strength of demolition ammo is the knockback: fire damage has a much stronger knockback than bullet damage, making this a great defensive trait when being swarmed.&lt;br /&gt;
&lt;br /&gt;
Last, targets standing next to a wall can be damaged without passing a to-hit roll. When using intuition, tracking maps, or other means of knowing the position of a monster, this affords a player the ability to kill targets outside of LOS with ease.&lt;br /&gt;
&lt;br /&gt;
All together, these traits make demolition ammo one of the absolute best pistols available, and learning to harness them can make a firestorm mod go from a relatively disappointing rare modpack, to a game-changing boon, even for characters that otherwise wouldn't look twice at a pistol.&lt;/div&gt;</summary>
		<author><name>Sylph</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Strategy:Gothic_armor</id>
		<title>Strategy:Gothic armor</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Strategy:Gothic_armor"/>
				<updated>2020-12-03T19:45:29Z</updated>
		
		<summary type="html">&lt;p&gt;Sylph: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
''(version 0.9.9.4)'' Gothic armor provides a lot of protection, but the movement speed is a huge penalty.  You can greatly mitigate this with [[Hellrunner]] and an agility mod.  Best used for temporary heavy firefights that you cannot seek cover from, as opposed to leaving it on at all times.  The knockback reduction prevents [[alternate fire | rocketjumping]] as well.&lt;br /&gt;
&lt;br /&gt;
Another very interesting use, with Whizkid (2), is the [[cerberus armor]] assembly.  This will give you the benefit of all resistances, and a much less severe movement penalty, while keeping the 200% durability.  Note that you will lose the 6 protection.  A power mod afterwards would probably be best, but agility is fine too.&lt;/div&gt;</summary>
		<author><name>Sylph</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Nano-shrapnel</id>
		<title>Nano-shrapnel</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Nano-shrapnel"/>
				<updated>2020-12-03T19:43:11Z</updated>
		
		<summary type="html">&lt;p&gt;Sylph: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
{{ranged weapon|&lt;br /&gt;
weapon_name=Nano-shrapnel|&lt;br /&gt;
weapon_dmg=Original -3 dice, Original [[Shotguns|shotgun blast]]|&lt;br /&gt;
weapon_dmgtype=[[Damage type#Piercing|Piercing]]|&lt;br /&gt;
weapon_avgdmg=Varies|&lt;br /&gt;
weapon_accuracy=Original|&lt;br /&gt;
weapon_ftime=Original|&lt;br /&gt;
weapon_rtime=Original|&lt;br /&gt;
weapon_clip=N/A|&lt;br /&gt;
weapon_ammo=N/A|&lt;br /&gt;
weapon_afire=Original|&lt;br /&gt;
weapon_areload=N/A|&lt;br /&gt;
weapon_get=[[Assemblies|Assembly]]: any shotgun + PPN|&lt;br /&gt;
weapon_quote=N/A|&lt;br /&gt;
weapon_looks=&amp;lt;font color=&amp;quot;cyan&amp;quot;&amp;gt;&amp;lt;b&amp;gt;}&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;|&lt;br /&gt;
weapon_description=Assembly (same as original)|&lt;br /&gt;
weapon_other=Never needs reloading, doesn't use ammo.&lt;br /&gt;
&lt;br /&gt;
Adds &amp;quot;nano&amp;quot; to the front of weapon name (example: &amp;quot;shotgun&amp;quot; will become &amp;quot;nano shotgun&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Despite similarities to plasma shotguns and plasmatic shrapnel, nano-shrapnel is *not* capable of destroying corpses, and this assembly will even remove the ability to destroy corpses when applied to a 'plasma shotgun'.|&lt;br /&gt;
weapon_source=N/A}}&lt;/div&gt;</summary>
		<author><name>Sylph</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Damage_type</id>
		<title>Damage type</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Damage_type"/>
				<updated>2020-12-02T02:49:11Z</updated>
		
		<summary type="html">&lt;p&gt;Sylph: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{infostrat switch}}&lt;br /&gt;
Every damage source has a damage type associated with it. There are seven types of damage: melee, bullet, shrapnel, fire, plasma, acid, and piercing. Each is, of course, different from the others in some way, though some are more common than others. Also, [[resistance]]s apply to each damage type separately.&lt;br /&gt;
&lt;br /&gt;
{{Anchor|Melee}}{{Anchor|melee}}&lt;br /&gt;
==Melee Damage==&lt;br /&gt;
For every point of armor the target has, they take one less damage per hit. Melee damage cannot destroy walls. It is dealt by almost all melee attacks.&lt;br /&gt;
&lt;br /&gt;
{{Anchor|Bullet}}{{Anchor|bullet}}&lt;br /&gt;
==Bullet Damage==&lt;br /&gt;
Bullet damage has the same technical properties as melee damage; protection applies normally and bullet damage cannot destroy walls. Bullet damage is generally dealt by weapons that use [[10mm ammo]].&lt;br /&gt;
&lt;br /&gt;
{{Anchor|Shrapnel}}{{Anchor|shrapnel}}&lt;br /&gt;
==Shrapnel Damage==&lt;br /&gt;
For every point of armor the target has, they take two less damage per hit (although this goes to zero for the player if they have the [[Traits#Army of the Dead|Army of the Dead]] master trait). Shrapnel damage cannot destroy walls. It is limited to most shotguns.&lt;br /&gt;
&lt;br /&gt;
{{Anchor|Fire}}{{Anchor|fire}}&lt;br /&gt;
==Fire Damage==&lt;br /&gt;
Fire damage treats protection normally (one less per point), but can destroy walls. Additionally, fire damage is the best for [[gibbing]] enemies.&lt;br /&gt;
&lt;br /&gt;
{{Anchor|Plasma}}{{Anchor|plasma}}&lt;br /&gt;
&lt;br /&gt;
==Plasma Damage==&lt;br /&gt;
Plasma Damage halves armor protection, rounded down. [[Gibbing]] is easier. Most weapons that use [[power cell]]s do plasma damage. Additionally, several enemy projectiles cause plasma (even some you may not expect).&lt;br /&gt;
Plasma damage from a shotgun is capable of destroying corpses on the ground. &lt;br /&gt;
&lt;br /&gt;
{{Anchor|Acid}}{{Anchor|acid}}&lt;br /&gt;
==Acid Damage==&lt;br /&gt;
Acid damage damages [[protection|armor durability]] twice as much as other damage types. [[Gibbing]] is easier.&lt;br /&gt;
&lt;br /&gt;
{{Anchor|Piercing}}{{Anchor|piercing}}&lt;br /&gt;
==Piercing Damage==&lt;br /&gt;
Piercing damage ignores all protection and resistances. However, it cannot destroy walls and is no better at [[gibbing]] than bullet damage.&lt;br /&gt;
Note - unlike plasma, piercing damage from a shotgun does *not* effect corpses. Nano-shrapnel will not harm corpses, even when it is applied to a plasma shotgun.&lt;/div&gt;</summary>
		<author><name>Sylph</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Corpse</id>
		<title>Corpse</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Corpse"/>
				<updated>2020-12-02T02:48:37Z</updated>
		
		<summary type="html">&lt;p&gt;Sylph: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
Most enemies leave behind corpses when they die. The exceptions are [[lost soul]]s and [[pain elemental]]s. Additionally, [[arch-vile]]s and [[nightmare arch-vile]]s leave behind a generic &amp;quot;bloody corpse&amp;quot; tile that doesn't count as a corpse for the purposes of respawning or resurrection. (It does count for various [[blood skull|skulls]] though.)&lt;br /&gt;
&lt;br /&gt;
==Gibbing==&lt;br /&gt;
&lt;br /&gt;
Gibbing a monster prevents it from leaving a corpse and from dropping items. This can be useful if [[Arch-vile|arch-viles]] are present (or on Nightmare! difficulty).&lt;br /&gt;
&lt;br /&gt;
To gib a monster you must kill it by dealing a large amount of damage. The amount of damage depends on the maximum health of the monster and the [[Damage_type|damage type]] of your weapon. [[Damage type#Melee Damage|Melee]], [[Damage type#Bullet|bullet]], [[Damage type#Shrapnel Damage|shrapnel]], and [[Damage type#Piercing|piercing]] weapons must deal 400% of the [[Enemies|monster]]'s maximum health to cause a gib. [[Damage type#Plasma Damage|Plasma]] and [[Damage type#Acid Damage|acid]] weapons must deal 200% of maximum health to gib. [[Damage type#Fire Damage|Fire]] weapons are the best at gibbing; they only need to deal 150% of maximum health.&lt;br /&gt;
&lt;br /&gt;
It is also possible to gib corpses after the monster has already died. Corpses that are named after [[enemies]] (which excludes the [[Arch-vile|arch-vile's]] &amp;quot;bloody corpse&amp;quot;), have 1 HP, and as much armor as the corresponding enemy. Corpses don't block bullets, so you'll usually need explosives to destroy them, which includes your weapons, but also barrels or using [[Enemies|monster]]'s projectiles. (In practice, most non-BFG explosion will destroy all corpses in its radius.) &lt;br /&gt;
Plasma shotguns (including plasmatic shrapnel assemblies) and [[Items#Consumables|skulls]] also work, but they are much more rare.&lt;br /&gt;
Notably, despite also being a shotgun with a modified damage type, piercing-damage shotguns do *not* destroy corpses, (including the nano plasma shotgun!)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are a few other ways to dispose of corpses:&lt;br /&gt;
&lt;br /&gt;
* An enemy killed on a square already containing a corpse will replace the previous corpse with its own. Particularly useful for open areas with no doors, like [[Hell's Arena]].&lt;br /&gt;
* An enemy killed on a door will be crushed, and won't leave a corpse.&lt;br /&gt;
* An enemy killed in a [[fluids|fluid]] will sink or dissolve.&lt;br /&gt;
* An enemy killed on stairs, or a teleporter, will have its body parts split apart as well.&lt;br /&gt;
&lt;br /&gt;
With the exception of monsters killed in acid or lava, these techniques don't technically &amp;quot;gib&amp;quot; the corpse, thus, they don't prevent it from dropping useful items or ammo.&lt;br /&gt;
&lt;br /&gt;
In a &amp;quot;normal&amp;quot; game, they will only be useful when fighting [[Arch-vile|arch-viles]], but when playing [[Nightmare]] / AoDk or any [[Game_Settings#Difficulty|challenge]] / level that includes respawning monsters, they will often be invaluable.&lt;br /&gt;
&lt;br /&gt;
==Respawning==&lt;br /&gt;
&lt;br /&gt;
On Nightmare! difficulty level, corpses sometimes respawn into new enemies. The newly created enemy is the same kind as the enemy that left the corpse. Respawning is prevented if the corpse is destroyed or if the player or another enemy is standing on the corpse.&lt;br /&gt;
&lt;br /&gt;
Every 10.0s on a level, there is a chance for corpses to respawn. There are two checks for a corpse to respawn: a global check that must be passed if any corpses are to respawn, and then another spawn for each corpse. For the global check, the chance of passing starts at 20% when entering the level and grows by 1% for each subsequent check. The chance of passing the per-corpse checks starts at 10% and increases by 1% for every 100.0s spent on the level.&lt;/div&gt;</summary>
		<author><name>Sylph</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Nano-shrapnel</id>
		<title>Nano-shrapnel</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Nano-shrapnel"/>
				<updated>2020-12-02T02:17:56Z</updated>
		
		<summary type="html">&lt;p&gt;Sylph: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
{{ranged weapon|&lt;br /&gt;
weapon_name=Nano-shrapnel|&lt;br /&gt;
weapon_dmg=Original -3 dice, Original [[Shotguns|shotgun blast]]|&lt;br /&gt;
weapon_dmgtype=[[Damage type#Piercing|Piercing]]|&lt;br /&gt;
weapon_avgdmg=Varies|&lt;br /&gt;
weapon_accuracy=Original|&lt;br /&gt;
weapon_ftime=Original|&lt;br /&gt;
weapon_rtime=Original|&lt;br /&gt;
weapon_clip=N/A|&lt;br /&gt;
weapon_ammo=N/A|&lt;br /&gt;
weapon_afire=Original|&lt;br /&gt;
weapon_areload=N/A|&lt;br /&gt;
weapon_get=[[Assemblies|Assembly]]: any shotgun + PPN|&lt;br /&gt;
weapon_quote=N/A|&lt;br /&gt;
weapon_looks=&amp;lt;font color=&amp;quot;cyan&amp;quot;&amp;gt;&amp;lt;b&amp;gt;}&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;|&lt;br /&gt;
weapon_description=Assembly (same as original)|&lt;br /&gt;
weapon_other=Never needs reloading, doesn't use ammo.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Adds &amp;quot;nano&amp;quot; to the front of weapon name (example: &amp;quot;shotgun&amp;quot; will become &amp;quot;nano shotgun&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Despite similarities to plasma shotguns and plasmatic shrapnel, nano-shrapnel is *not* capable of destroying corpses.|&lt;br /&gt;
weapon_source=N/A}}&lt;/div&gt;</summary>
		<author><name>Sylph</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Nano-shrapnel</id>
		<title>Nano-shrapnel</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Nano-shrapnel"/>
				<updated>2020-12-02T02:17:31Z</updated>
		
		<summary type="html">&lt;p&gt;Sylph: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
{{ranged weapon|&lt;br /&gt;
weapon_name=Nano-shrapnel|&lt;br /&gt;
weapon_dmg=Original -3 dice, Original [[Shotguns|shotgun blast]]|&lt;br /&gt;
weapon_dmgtype=[[Damage type#Piercing|Piercing]]|&lt;br /&gt;
weapon_avgdmg=Varies|&lt;br /&gt;
weapon_accuracy=Original|&lt;br /&gt;
weapon_ftime=Original|&lt;br /&gt;
weapon_rtime=Original|&lt;br /&gt;
weapon_clip=N/A|&lt;br /&gt;
weapon_ammo=N/A|&lt;br /&gt;
weapon_afire=Original|&lt;br /&gt;
weapon_areload=N/A|&lt;br /&gt;
weapon_get=[[Assemblies|Assembly]]: any shotgun + PPN|&lt;br /&gt;
weapon_quote=N/A|&lt;br /&gt;
weapon_looks=&amp;lt;font color=&amp;quot;cyan&amp;quot;&amp;gt;&amp;lt;b&amp;gt;}&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;|&lt;br /&gt;
weapon_description=Assembly (same as original)|&lt;br /&gt;
weapon_other=Never needs reloading, doesn't use ammo.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Adds &amp;quot;nano&amp;quot; to the front of weapon name (example: &amp;quot;shotgun&amp;quot; will become &amp;quot;nano shotgun&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Despite similarities to plasma shotguns and plasmatic shrapnel, nano-shrapnel is *not* capable of destroying corpses.|&lt;br /&gt;
weapon_source=N/A}}&lt;br /&gt;
note -&lt;/div&gt;</summary>
		<author><name>Sylph</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Strategy:Gothic_armor</id>
		<title>Strategy:Gothic armor</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Strategy:Gothic_armor"/>
				<updated>2020-12-02T00:24:11Z</updated>
		
		<summary type="html">&lt;p&gt;Sylph: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
''(version 0.9.9.4)'' Gothic armor provides a lot of protection, but the movement speed is a huge penalty.  You can greatly mitigate this with [[Hellrunner]] and an agility mod.  Best used for temporary heavy firefights that you cannot seek cover from, as opposed to leaving it on at all times.  The knockback reduction prevents [[alternate fire | rocketjumping]] as well.&lt;br /&gt;
&lt;br /&gt;
Another very interesting use, with Whizkid (2), is the [[cerberus armor]] assembly.  This will give you the benefit of all resistances, and a much less severe movement penalty, while keeping the 200% durability.  Note that you will lose the 7 protection.  A power mod afterwards would probably be best, but agility is fine too.  [[User:Rchandra|Rchandra]] 07:07, 8 November 2011 (CET)&lt;/div&gt;</summary>
		<author><name>Sylph</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Nano-shrapnel</id>
		<title>Nano-shrapnel</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Nano-shrapnel"/>
				<updated>2020-12-01T23:55:17Z</updated>
		
		<summary type="html">&lt;p&gt;Sylph: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
{{ranged weapon|&lt;br /&gt;
weapon_name=Nano-shrapnel|&lt;br /&gt;
weapon_dmg=Original -3 dice, Original [[Shotguns|shotgun blast]]|&lt;br /&gt;
weapon_dmgtype=[[Damage type#Piercing|Piercing]]|&lt;br /&gt;
weapon_avgdmg=Varies|&lt;br /&gt;
weapon_accuracy=Original|&lt;br /&gt;
weapon_ftime=Original|&lt;br /&gt;
weapon_rtime=Original|&lt;br /&gt;
weapon_clip=N/A|&lt;br /&gt;
weapon_ammo=N/A|&lt;br /&gt;
weapon_afire=Original|&lt;br /&gt;
weapon_areload=N/A|&lt;br /&gt;
weapon_get=[[Assemblies|Assembly]]: any shotgun + PPN|&lt;br /&gt;
weapon_quote=N/A|&lt;br /&gt;
weapon_looks=&amp;lt;font color=&amp;quot;cyan&amp;quot;&amp;gt;&amp;lt;b&amp;gt;}&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;|&lt;br /&gt;
weapon_description=Assembly (same as original)|&lt;br /&gt;
weapon_other=Never needs reloading, doesn't use ammo.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Adds &amp;quot;nano&amp;quot; to the front of weapon name (example: &amp;quot;shotgun&amp;quot; will become &amp;quot;nano shotgun&amp;quot;)|&lt;br /&gt;
weapon_source=N/A}}&lt;br /&gt;
note - despite similarities to plasma shotguns and plasmatic shrapnel, nano-shrapnel is *not* capable of destroying corpses.&lt;/div&gt;</summary>
		<author><name>Sylph</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Corpse</id>
		<title>Corpse</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Corpse"/>
				<updated>2020-12-01T23:54:11Z</updated>
		
		<summary type="html">&lt;p&gt;Sylph: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
Most enemies leave behind corpses when they die. The exceptions are [[lost soul]]s and [[pain elemental]]s. Additionally, [[arch-vile]]s and [[nightmare arch-vile]]s leave behind a generic &amp;quot;bloody corpse&amp;quot; tile that doesn't count as a corpse for the purposes of respawning or resurrection. (It does count for various [[blood skull|skulls]] though.)&lt;br /&gt;
&lt;br /&gt;
==Gibbing==&lt;br /&gt;
&lt;br /&gt;
Gibbing a monster prevents it from leaving a corpse and from dropping items. This can be useful if [[Arch-vile|arch-viles]] are present (or on Nightmare! difficulty).&lt;br /&gt;
&lt;br /&gt;
To gib a monster you must kill it by dealing a large amount of damage. The amount of damage depends on the maximum health of the monster and the [[Damage_type|damage type]] of your weapon. [[Damage type#Melee Damage|Melee]], [[Damage type#Bullet|bullet]], [[Damage type#Shrapnel Damage|shrapnel]], and [[Damage type#Piercing|piercing]] weapons must deal 400% of the [[Enemies|monster]]'s maximum health to cause a gib. [[Damage type#Plasma Damage|Plasma]] and [[Damage type#Acid Damage|acid]] weapons must deal 200% of maximum health to gib. [[Damage type#Fire Damage|Fire]] weapons are the best at gibbing; they only need to deal 150% of maximum health.&lt;br /&gt;
&lt;br /&gt;
It is also possible to gib corpses after the monster has already died. Corpses that are named after [[enemies]] (which excludes the [[Arch-vile|arch-vile's]] &amp;quot;bloody corpse&amp;quot;), have 1 HP, and as much armor as the corresponding enemy. Corpses don't block bullets, so you'll usually need explosives to destroy them, which includes your weapons, but also barrels or using [[Enemies|monster]]'s projectiles. (In practice, most non-BFG explosion will destroy all corpses in its radius.) &lt;br /&gt;
Plasma shotguns (including plasmatic shrapnel assemblies) and [[Items#Consumables|skulls]] also work, but they are much more rare.&lt;br /&gt;
Notably, despite also being a shotgun with a modified damage type, piercing-damage shotguns (ie. Nano shrapnel) do *not* destroy corpses. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are a few other ways to dispose of corpses:&lt;br /&gt;
&lt;br /&gt;
* An enemy killed on a square already containing a corpse will replace the previous corpse with its own. Particularly useful for open areas with no doors, like [[Hell's Arena]].&lt;br /&gt;
* An enemy killed on a door will be crushed, and won't leave a corpse.&lt;br /&gt;
* An enemy killed in a [[fluids|fluid]] will sink or dissolve.&lt;br /&gt;
* An enemy killed on stairs, or a teleporter, will have its body parts split apart as well.&lt;br /&gt;
&lt;br /&gt;
With the exception of monsters killed in acid or lava, these techniques don't technically &amp;quot;gib&amp;quot; the corpse, thus, they don't prevent it from dropping useful items or ammo.&lt;br /&gt;
&lt;br /&gt;
In a &amp;quot;normal&amp;quot; game, they will only be useful when fighting [[Arch-vile|arch-viles]], but when playing [[Nightmare]] / AoDk or any [[Game_Settings#Difficulty|challenge]] / level that includes respawning monsters, they will often be invaluable.&lt;br /&gt;
&lt;br /&gt;
==Respawning==&lt;br /&gt;
&lt;br /&gt;
On Nightmare! difficulty level, corpses sometimes respawn into new enemies. The newly created enemy is the same kind as the enemy that left the corpse. Respawning is prevented if the corpse is destroyed or if the player or another enemy is standing on the corpse.&lt;br /&gt;
&lt;br /&gt;
Every 10.0s on a level, there is a chance for corpses to respawn. There are two checks for a corpse to respawn: a global check that must be passed if any corpses are to respawn, and then another spawn for each corpse. For the global check, the chance of passing starts at 20% when entering the level and grows by 1% for each subsequent check. The chance of passing the per-corpse checks starts at 10% and increases by 1% for every 100.0s spent on the level.&lt;/div&gt;</summary>
		<author><name>Sylph</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Damage_type</id>
		<title>Damage type</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Damage_type"/>
				<updated>2020-12-01T23:51:37Z</updated>
		
		<summary type="html">&lt;p&gt;Sylph: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{infostrat switch}}&lt;br /&gt;
Every damage source has a damage type associated with it. There are seven types of damage: melee, bullet, shrapnel, fire, plasma, acid, and piercing. Each is, of course, different from the others in some way, though some are more common than others. Also, [[resistance]]s apply to each damage type separately.&lt;br /&gt;
&lt;br /&gt;
{{Anchor|Melee}}{{Anchor|melee}}&lt;br /&gt;
==Melee Damage==&lt;br /&gt;
For every point of armor the target has, they take one less damage per hit. Melee damage cannot destroy walls. It is dealt by almost all melee attacks.&lt;br /&gt;
&lt;br /&gt;
{{Anchor|Bullet}}{{Anchor|bullet}}&lt;br /&gt;
==Bullet Damage==&lt;br /&gt;
Bullet damage has the same technical properties as melee damage; protection applies normally and bullet damage cannot destroy walls. Bullet damage is generally dealt by weapons that use [[10mm ammo]].&lt;br /&gt;
&lt;br /&gt;
{{Anchor|Shrapnel}}{{Anchor|shrapnel}}&lt;br /&gt;
==Shrapnel Damage==&lt;br /&gt;
For every point of armor the target has, they take two less damage per hit (although this goes to zero for the player if they have the [[Traits#Army of the Dead|Army of the Dead]] master trait). Shrapnel damage cannot destroy walls. It is limited to most shotguns.&lt;br /&gt;
&lt;br /&gt;
{{Anchor|Fire}}{{Anchor|fire}}&lt;br /&gt;
==Fire Damage==&lt;br /&gt;
Fire damage treats protection normally (one less per point), but can destroy walls. Additionally, fire damage is the best for [[gibbing]] enemies.&lt;br /&gt;
&lt;br /&gt;
{{Anchor|Plasma}}{{Anchor|plasma}}&lt;br /&gt;
&lt;br /&gt;
==Plasma Damage==&lt;br /&gt;
Plasma Damage halves armor protection, rounded down. [[Gibbing]] is easier. Most weapons that use [[power cell]]s do plasma damage. Additionally, several enemy projectiles cause plasma (even some you may not expect).&lt;br /&gt;
Plasma damage from a shotgun is capable of destroying corpses on the ground. &lt;br /&gt;
&lt;br /&gt;
{{Anchor|Acid}}{{Anchor|acid}}&lt;br /&gt;
==Acid Damage==&lt;br /&gt;
Acid damage damages [[protection|armor durability]] twice as much as other damage types. [[Gibbing]] is easier.&lt;br /&gt;
&lt;br /&gt;
{{Anchor|Piercing}}{{Anchor|piercing}}&lt;br /&gt;
==Piercing Damage==&lt;br /&gt;
Piercing damage ignores all protection and resistances. However, it cannot destroy walls and is no better at [[gibbing]] than bullet damage.&lt;br /&gt;
Note - unlike plasma, piercing damage from a shotgun does *not* effect corpses. Nano-shrapnel will not harm corpses.&lt;/div&gt;</summary>
		<author><name>Sylph</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Strategy:Sharpshooter</id>
		<title>Strategy:Sharpshooter</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Strategy:Sharpshooter"/>
				<updated>2020-12-01T23:33:29Z</updated>
		
		<summary type="html">&lt;p&gt;Sylph: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===0.9.9.7===&lt;br /&gt;
&lt;br /&gt;
Sharpshooter is a build that blooms much later than other pistol builds, since you're blocked from taking [[Dualgunner]], but on the plus side, you can make use of [[10mm ammo chain]]s all throughout the game, and any (pistol) uniques you find will make you a wrecking ball. More than anything, though, this build gives you the pinnacle of reliability, since you will always know whether or not you will knock an enemy back, and you will always know how many shots it will take to kill something. It also means modding just one of your pistols to a ridiculous level will pay off in spades.&lt;br /&gt;
&lt;br /&gt;
You are a Technician, so you start with a Technical mod, which you should immediately use on your starting pistol, since it makes you fire your pistol as if you had a level in Finesse, an insanely good boost.&lt;br /&gt;
&lt;br /&gt;
Depending on difficulty or challenges, you can go one of a few routes:&lt;br /&gt;
&lt;br /&gt;
1) Regardless of difficulty, but especially on lower difficulty, it is often best to max out Son of a Gun ASAP. The firing speed boost, combined with the T mod, combined with the damage boost, makes pistols get really good, really fast. The power jump from SoG2 to SoG3 is night and day. If you're doing AoMr, this is the best choice by far.&lt;br /&gt;
&lt;br /&gt;
2) On higher difficulty, where rapid weapons are plentiful, it is sometimes possible to go for 1-2 points in Eagle Eye first, which gives you some flexibility and allows you to also use Rapid weapons while you build yourself up. This also allows you to change your mind later and go after [[Entrenchment]] if you feel like. However, keep in mind that even though this won't delay Sharpshooter, it will delay how fast you get good with Pistols, and SoG3 Pistol +T is better than a Chaingun, is more ammo efficient, and is far more flexible since you aren't stuck firing 4 shots. You DON'T want to delay this too much.&lt;br /&gt;
&lt;br /&gt;
3) When not playing 'angel of marksmanship', you may find that taking 'finesse' and 'juggler' first, before &amp;quot;Son of a Gun'/'Eagle Eye' is a strong approach. This can really trivialize a lot of the hard parts of a Nightmare sharpshooter game.&lt;br /&gt;
Early game, before SoaG talent levels have started to make pistols strong weapons, you can take a backpack full of shotguns: juggling those will easily get you through the early floors and the arena, an otherwise tricky part of the game!&lt;br /&gt;
Mid game, (ie before VMR are common enemies), juggler and a spare pistol will solve the biggest weakness of a pistol build (reload times) far more effectively than the speedloader assembly does, without using a mod pack and pistol mod slot. For sharpshooters in particular, this saved mod space makes a *huge* difference, because a power mod on a sharpshooter's pistol gives a particularly important increase to damage: A pistol that previously 'never knocks back under any circumstances' suddenly becomes 'knockback 100% guaranteed'. In an environment where you get to fire 3 times for every 1 tile a demon can move, having a guaranteed knockback offers incredible safety.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you already know you want to use your trusty pistol and not bother with Chainguns, or you have no choice, max out SoG first.&lt;br /&gt;
&lt;br /&gt;
If you aren't blocked by your challenge, it can be a good idea to carry a Plasma Gun and at least one Shotgun as backup weapons, especially if you get these before finishing Sharpshooter. Pistols have big problems with some enemies, but fortunately, EE3 gives you a great deal of flexibility. Shotguns are great for radar-shooting and dealing with Souls and Revenants, while a Plasma Gun ignores half armor and deals crazy damage while chainfiring. Since Pistols don't need that much ammo, you can keep a decently flexible arsenal and feel confident in all your guns thanks to Eagle Eye. You might even be able to keep a rocket launcher in addition, to deal with Arch-Viles and The Wall/Containment.&lt;br /&gt;
&lt;br /&gt;
Good traits to take alongside this build are:&lt;br /&gt;
&lt;br /&gt;
[[Whizkid]] - You are a Technician, so you can grab Whizkid at any time. In many cases, it can actually be a better idea to grab 2 levels in WK before finishing Sharpshooter, since modded gear can be a lifesaver, and carrying around a bunch of crap that you plan on using in the future does you no good if you get killed because your gear wasn't good enough (or you had to drop important items to carry it). In general, though, assembled pistols are inferior to heavily modded pistols. 3P2T Pistols are ridiculously good, though once you get SoG5, 3P2B might be better, since you will be at the firing speed cap with any pistol at that point.&lt;br /&gt;
&lt;br /&gt;
[[Intuition]] - Incredibly useful, and unlocked by the EE levels you needed. Int2 lets you see enemies outside your FoV, and being able to sense powerups means you know where to retreat to if things go south. It also removes the guesswork from levers. More useful in a standard game or AoMr than Ao100, but always useful. One of the best fillers to take after finishing MSs.&lt;br /&gt;
&lt;br /&gt;
[[Ironman]] - Your only source of bulk, and not a bad one either. Increases the power of healthkits. Maybe not as &amp;quot;fun&amp;quot; as some of the others, but you'll swear by it once you try it out a few times. More useful in Ao100 than a standard game or AoMr. Take it after you finish WK2 and MSs.&lt;br /&gt;
&lt;br /&gt;
[[Finesse]]/[[Juggler]] - Finesse itself is useless to your pistols once you get SoG5, but it does make you shoot faster with your backup weapons, and it opens up Juggler, which can be a lifesaver if you suddenly need to rocket jump away or blast a bunch of bad dudes with a Double Shotgun. Juggler also makes carrying a second pistol a very practical solution to the small-clip-size problem of pistols, but this second pistol trick is probably not enough to justify taking finesse and juggler in an Angel of Marksmanship game. &lt;br /&gt;
&lt;br /&gt;
[[Reloader]]/[[Shottyman]] - Reloader is not that useful if you're finding Ammo Chains everywhere, but in a long game, it and Shottyman can make any Shotguns and Rocket Launchers in your arsenal that much more effective. Overall, it is a much better investment if you find yourself using your whole arsenal more than your pistols, but a very situational one, because its benefits are eclipsed by relatively common items.&lt;br /&gt;
&lt;br /&gt;
Sharpshooter is a satisfying build that can be great fun, but it requires a great deal of patience and planning, and of course, you might need to improvise based on your current circumstances. Now if only the rare pistols weren't so abysmally hard to find...&lt;br /&gt;
&lt;br /&gt;
[[User:Ya Girl Juniper|Ya Girl Juniper]] ([[User talk:Ya Girl Juniper|talk]]) 07:48, 3 February 2017 (UTC)&lt;/div&gt;</summary>
		<author><name>Sylph</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Tactical_rocket_launcher</id>
		<title>Tactical rocket launcher</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Tactical_rocket_launcher"/>
				<updated>2020-12-01T21:51:26Z</updated>
		
		<summary type="html">&lt;p&gt;Sylph: Corrected average damage (was listed as 25)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
{{ranged weapon|&lt;br /&gt;
weapon_name=Tactical rocket launcher - [[Explosive_Types|Explosive Family]]|&lt;br /&gt;
weapon_dmg=6d6/6-36, [[explosions|radius]] 2|&lt;br /&gt;
weapon_avgdmg=21|&lt;br /&gt;
weapon_dmgtype=[[Damage type#Fire|Fire]]|&lt;br /&gt;
weapon_accuracy=+4|&lt;br /&gt;
weapon_ftime=1.0 second|&lt;br /&gt;
weapon_rtime=0.8 seconds|&lt;br /&gt;
weapon_clip=5|&lt;br /&gt;
weapon_ammo=[[Rocket]]|&lt;br /&gt;
weapon_afire=[[Alternate fire#Rocket jump|Rocket jump]]|&lt;br /&gt;
weapon_areload=None|&lt;br /&gt;
weapon_get=[[Assemblies|Assembly]]: [[rocket launcher]] + BBB|&lt;br /&gt;
weapon_quote=N/A|&lt;br /&gt;
weapon_looks=&amp;lt;font color=&amp;quot;cyan&amp;quot;&amp;gt;&amp;lt;b&amp;gt;}&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;|&lt;br /&gt;
weapon_description=Assembly (same as original)|&lt;br /&gt;
weapon_other=The tactical rocket launcher reloads its entire clip at once.|&lt;br /&gt;
weapon_source=Unknown. The attributes &amp;quot;tactical&amp;quot; and &amp;quot;strategic&amp;quot; are usually attached to nuclear weaponry.}}&lt;/div&gt;</summary>
		<author><name>Sylph</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Dodging</id>
		<title>Dodging</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Dodging"/>
				<updated>2013-12-20T18:35:00Z</updated>
		
		<summary type="html">&lt;p&gt;Sylph: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
Monsters have a chance of targeting your previous position instead of your current one. The chance of an enemy firing wrong in this way is computed as follows:&lt;br /&gt;
&lt;br /&gt;
(initial chance) + (distance chance)*(distance) + (20 [only if running]) + (bonuses)&lt;br /&gt;
&lt;br /&gt;
Two things grant dodge bonuses:&lt;br /&gt;
&lt;br /&gt;
*The [[hellrunner]] trait adds 15 to your dodge bonus for each rank.&lt;br /&gt;
*The assembly [[Tactical armor]] adds 10.&lt;br /&gt;
&lt;br /&gt;
The effects of the dodge bonuses are multiplied together when from different sources.  All levels of hellrunner are one source.  &lt;br /&gt;
&lt;br /&gt;
This is capped at 95%. If you have [[Dodgemaster]], you always dodge the first projectile per monster per attack. For initial and distance chance, refer to the table below.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Attack type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Initial chance (%)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Distance chance (%)&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; | [[pistol]]/[[chaingun]]&lt;br /&gt;
| 10 || 3&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; | [[rocket launcher]]&amp;lt;sup&amp;gt;1(4)&amp;lt;/sup&amp;gt;&lt;br /&gt;
| 30 || 5&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; | [[plasma rifle]]&lt;br /&gt;
| 30 || 3&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; | fireball&amp;lt;sup&amp;gt;1(1)&amp;lt;/sup&amp;gt; ([[Imp]])&lt;br /&gt;
| 50 || 5&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; | plasma ball&amp;lt;sup&amp;gt;1(1)&amp;lt;/sup&amp;gt; ([[Cacodemon]])&lt;br /&gt;
| 50 || 4&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; | acid ball&amp;lt;sup&amp;gt;1(1)&amp;lt;/sup&amp;gt; ([[hell knight]])&lt;br /&gt;
| 50 || 5&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; | acid ball&amp;lt;sup&amp;gt;1(2)&amp;lt;/sup&amp;gt; ([[baron of hell]])&lt;br /&gt;
| 50 || 3&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; | plasma burst ([[Arachnotron]])&lt;br /&gt;
| 20 || 4&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; | homing rocket&amp;lt;sup&amp;gt;1(1) ,2&amp;lt;/sup&amp;gt; ([[Revenant]])&lt;br /&gt;
| 30 || 6&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; | flame wall&amp;lt;sup&amp;gt;1(1) ,2&amp;lt;/sup&amp;gt; ([[Arch-vile]])&lt;br /&gt;
| 10 || 10&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; | flame burst&amp;lt;sup&amp;gt;1(2)&amp;lt;/sup&amp;gt; ([[Mancubus]])&lt;br /&gt;
| 100 || N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;: Attack causes splash (radius indicated in parentheses)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;: Attack always lands on targeted tile&lt;br /&gt;
&lt;br /&gt;
Comments:&lt;br /&gt;
&lt;br /&gt;
*If you're moving parallel to the monster's line of fire, none of this matters and the chance of getting hit will depend only on the monster's to-hit chance.&lt;br /&gt;
*Mancubi fire three shots: one to each side and directly toward you. The side shots are typically fired in such a way that dodging is often impossible, given that the shots tend to hit anything in their path.&lt;br /&gt;
*Revenants and Arch-viles, with the potent combination of homing and splash, still hit close enough to damage you even when you successfully dodge. To avoid their attacks you have to move so quickly that you move twice in only one of THEIR turns, and THEN roll a dodge. This means their attack lands far enough away to not harm you. Players using hellrunner and fast boots can reasonably expect this to happen regularly.&lt;/div&gt;</summary>
		<author><name>Sylph</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Dodging</id>
		<title>Dodging</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Dodging"/>
				<updated>2013-12-20T18:34:24Z</updated>
		
		<summary type="html">&lt;p&gt;Sylph: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
Monsters have a chance of targeting your previous position instead of your current one. The chance of an enemy firing wrong in this way is computed as follows:&lt;br /&gt;
&lt;br /&gt;
(initial chance) + (distance chance)*(distance) + (20 [only if running]) + (bonuses)&lt;br /&gt;
&lt;br /&gt;
Two things grant dodge bonuses:&lt;br /&gt;
&lt;br /&gt;
*The [[hellrunner]] trait adds 15 to your dodge bonus for each rank.&lt;br /&gt;
*The assembly [[Tactical armor]] adds 10.&lt;br /&gt;
&lt;br /&gt;
The effects of the dodge bonuses are multiplied together when from different sources.  All levels of hellrunner are one source.  &lt;br /&gt;
&lt;br /&gt;
This is capped at 95%. If you have [[Dodgemaster]], you always dodge the first projectile per monster per attack. For initial and distance chance, refer to the table below.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Attack type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Initial chance (%)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Distance chance (%)&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; | [[pistol]]/[[chaingun]]&lt;br /&gt;
| 10 || 3&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; | [[rocket launcher]]&amp;lt;sup&amp;gt;1(4)&amp;lt;/sup&amp;gt;&lt;br /&gt;
| 30 || 5&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; | [[plasma rifle]]&lt;br /&gt;
| 30 || 3&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; | fireball&amp;lt;sup&amp;gt;1(1)&amp;lt;/sup&amp;gt; ([[Imp]])&lt;br /&gt;
| 50 || 5&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; | plasma ball&amp;lt;sup&amp;gt;1(1)&amp;lt;/sup&amp;gt; ([[Cacodemon]])&lt;br /&gt;
| 50 || 4&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; | acid ball&amp;lt;sup&amp;gt;1(1)&amp;lt;/sup&amp;gt; ([[hell knight]])&lt;br /&gt;
| 50 || 5&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; | acid ball&amp;lt;sup&amp;gt;1(2)&amp;lt;/sup&amp;gt; ([[baron of hell]])&lt;br /&gt;
| 50 || 3&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; | plasma burst ([[Arachnotron]])&lt;br /&gt;
| 20 || 4&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; | homing rocket&amp;lt;sup&amp;gt;1(1) ,2&amp;lt;/sup&amp;gt; ([[Revenant]])&lt;br /&gt;
| 30 || 6&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; | flame wall&amp;lt;sup&amp;gt;1(1) ,2&amp;lt;/sup&amp;gt; ([[Arch-vile]])&lt;br /&gt;
| 10 || 10&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; | flame burst&amp;lt;sup&amp;gt;1(2)&amp;lt;/sup&amp;gt; ([[Mancubus]])&lt;br /&gt;
| 100 || N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;: Attack causes splash (radius indicated in parentheses)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;: Attack always lands on targeted tile&lt;br /&gt;
&lt;br /&gt;
Comments:&lt;br /&gt;
&lt;br /&gt;
*If you're moving parallel to the monster's line of fire, none of this matters and the chance of getting hit will depend only on the monster's to-hit chance.&lt;br /&gt;
*Mancubi fire three shots: one to each side and directly toward you. The side shots are typically fired in such a way that dodging is often impossible, given that the shots tend to hit anything in their path.&lt;br /&gt;
*Revenants and Arch-viles, with the potent combination of homing and splash, still hit close enough to damage you even when you successfully dodge. To avoid their attacks you have to move so quickly that you move twice in only one of THEIR turns, and THEN roll a dodge. This means their attack lands far enough away to not harm you. Marines using hellrunner and fast boots can reasonably expect this to happen regularly.&lt;/div&gt;</summary>
		<author><name>Sylph</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Dodging</id>
		<title>Dodging</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Dodging"/>
				<updated>2013-12-20T18:33:53Z</updated>
		
		<summary type="html">&lt;p&gt;Sylph: Corrected erroneous 'impossible' statement about dodging archvile and revenant attacks.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
Monsters have a chance of targeting your previous position instead of your current one. The chance of an enemy firing wrong in this way is computed as follows:&lt;br /&gt;
&lt;br /&gt;
(initial chance) + (distance chance)*(distance) + (20 [only if running]) + (bonuses)&lt;br /&gt;
&lt;br /&gt;
Two things grant dodge bonuses:&lt;br /&gt;
&lt;br /&gt;
*The [[hellrunner]] trait adds 15 to your dodge bonus for each rank.&lt;br /&gt;
*The assembly [[Tactical armor]] adds 10.&lt;br /&gt;
&lt;br /&gt;
The effects of the dodge bonuses are multiplied together when from different sources.  All levels of hellrunner are one source.  &lt;br /&gt;
&lt;br /&gt;
This is capped at 95%. If you have [[Dodgemaster]], you always dodge the first projectile per monster per attack. For initial and distance chance, refer to the table below.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Attack type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Initial chance (%)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Distance chance (%)&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; | [[pistol]]/[[chaingun]]&lt;br /&gt;
| 10 || 3&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; | [[rocket launcher]]&amp;lt;sup&amp;gt;1(4)&amp;lt;/sup&amp;gt;&lt;br /&gt;
| 30 || 5&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; | [[plasma rifle]]&lt;br /&gt;
| 30 || 3&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; | fireball&amp;lt;sup&amp;gt;1(1)&amp;lt;/sup&amp;gt; ([[Imp]])&lt;br /&gt;
| 50 || 5&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; | plasma ball&amp;lt;sup&amp;gt;1(1)&amp;lt;/sup&amp;gt; ([[Cacodemon]])&lt;br /&gt;
| 50 || 4&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; | acid ball&amp;lt;sup&amp;gt;1(1)&amp;lt;/sup&amp;gt; ([[hell knight]])&lt;br /&gt;
| 50 || 5&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; | acid ball&amp;lt;sup&amp;gt;1(2)&amp;lt;/sup&amp;gt; ([[baron of hell]])&lt;br /&gt;
| 50 || 3&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; | plasma burst ([[Arachnotron]])&lt;br /&gt;
| 20 || 4&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; | homing rocket&amp;lt;sup&amp;gt;1(1) ,2&amp;lt;/sup&amp;gt; ([[Revenant]])&lt;br /&gt;
| 30 || 6&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; | flame wall&amp;lt;sup&amp;gt;1(1) ,2&amp;lt;/sup&amp;gt; ([[Arch-vile]])&lt;br /&gt;
| 10 || 10&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; | flame burst&amp;lt;sup&amp;gt;1(2)&amp;lt;/sup&amp;gt; ([[Mancubus]])&lt;br /&gt;
| 100 || N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;: Attack causes splash (radius indicated in parentheses)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;: Attack always lands on targeted tile&lt;br /&gt;
&lt;br /&gt;
Comments:&lt;br /&gt;
&lt;br /&gt;
*If you're moving parallel to the monster's line of fire, none of this matters and the chance of getting hit will depend only on the monster's to-hit chance.&lt;br /&gt;
*Mancubi fire three shots: one to each side and directly toward you. The side shots are typically fired in such a way that dodging is often impossible, given that the shots tend to hit anything in their path.&lt;br /&gt;
*Revenants and Arch-viles, with the potent combination of homing and splash, still hit close enough to damage you even when you successfully dodge. To avoid their attacks you have to be move so quickly that twice in only one of THEIR turns, and THEN roll a dodge. This means their attack lands far enough away to not harm you. Marines using hellrunner and fast boots can reasonably expect this to happen regularly.&lt;/div&gt;</summary>
		<author><name>Sylph</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Plasma_rifle</id>
		<title>Plasma rifle</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Plasma_rifle"/>
				<updated>2013-12-14T22:41:27Z</updated>
		
		<summary type="html">&lt;p&gt;Sylph: changed minimum dmg from 7 to 6&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
{{ranged weapon|&lt;br /&gt;
weapon_name=Plasma rifle - [[Rapid-fire_Types|Rapid-fire Family]]|&lt;br /&gt;
weapon_dmg=(1d7)x6/6-42|&lt;br /&gt;
weapon_avgdmg=4 &amp;amp;times; 6=24|&lt;br /&gt;
weapon_dmgtype=[[Damage type#Plasma|Plasma]]|&lt;br /&gt;
weapon_accuracy=+2|&lt;br /&gt;
weapon_ftime=1.0 second|&lt;br /&gt;
weapon_rtime=2.0 seconds|&lt;br /&gt;
weapon_clip=40|&lt;br /&gt;
weapon_ammo=[[Power cell]]|&lt;br /&gt;
weapon_afire=[[Alternate fire#Chain fire|Chain fire]]|&lt;br /&gt;
weapon_areload=[[Alternate reload#Overcharge|Overcharge]]|&lt;br /&gt;
weapon_get=Random (7+), dropped by [[Former commando|former commandos]].|&lt;br /&gt;
weapon_quote=''Peace through superior firepower!''|&lt;br /&gt;
weapon_looks=&amp;lt;font color=&amp;quot;teal&amp;quot;&amp;gt;&amp;lt;b&amp;gt;}&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;|&lt;br /&gt;
weapon_description=''A plasma rifle shoots multiple rounds of plasma energy -- frying some demon butt!''|&lt;br /&gt;
weapon_other=N/A|&lt;br /&gt;
weapon_source=Doom}}&lt;/div&gt;</summary>
		<author><name>Sylph</name></author>	</entry>

	</feed>