https://drl.chaosforge.org/w/api.php?action=feedcontributions&user=Svankensen&feedformat=atomDoomRL Wiki - User contributions [en]2024-03-29T10:49:31ZUser contributionsMediaWiki 1.21.1https://drl.chaosforge.org/wiki/TraitsTraits2018-12-24T09:46:09Z<p>Svankensen: /* Triggerhappy */</p>
<hr />
<div>{{infostrat switch}}<br />
This is a technical list of all the traits and what they do, just in case the trait selection screen isn't good enough for you.<br />
<br />
All effects stack additively (so that three ranks in Ironman will give 30 additional HP), unless said otherwise. Multiple percentage modifiers (for example, Finesse and Son of a Gun) are added if from the same source, and the resulting speeds are multiplied together afterwards.<br />
<br />
As of 0.9.9.3, the maximum level of basic traits has been increased (called "extended max" on this page). Upon reaching level 12, all traits that have a standard max of 3 can be increased to a max of 5, and all traits that have a standard max of 2 can be increased to a max of 3.<br />
<br />
== Basic Traits ==<br />
<br />
All basic traits can be picked from the start, IE they don't require anything.<br />
<br />
===Ironman===<br />
{| class="wikitable" cellpadding="2"<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Shorthand<br />
| '''Iro'''<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Max. Rank: || 3<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Extended Max. || 5<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Unlocks || None<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Effect || Max health and current health are increased by 10 per rank. With no points in Iro, a player begins with 50 HP.<br />
|}<br />
<br />
===Finesse===<br />
{| class="wikitable" cellpadding="2"<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Shorthand || '''Fin'''<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Max. Rank: || 2<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Extended Max. || 3<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Unlocks || Juggler (1 rank), Whizkid (2 ranks)<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Effect || Attack time is decreased by 15% per rank.<br />
|}<br />
<br />
===Hellrunner===<br />
{| class="wikitable" cellpadding="2"<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Shorthand || '''HR'''<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Max. Rank: || 2<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Extended Max. || 3<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Unlocks || Dodgemaster (2 ranks)<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Effect 1 || Movement time is reduced by 15% per rank.<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Effect 2 || [[Dodging]] chance is increased by 15% per rank.<br />
|}<br />
<br />
===Tough as Nails===<br />
<br />
{| class="wikitable" cellpadding="2"<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Shorthand || '''TaN'''<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Max. Rank: || 2<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Extended Max. || 3<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Unlocks || Badass (2 ranks)<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Effect || Armor is increased by one per rank (stacks with other sources of [[protection]]).<br />
|}<br />
<br />
===Son of a Bitch===<br />
{| class="wikitable" cellpadding="2"<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Shorthand || '''SoB'''<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Max. Rank: || 3<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Extended Max. || 5<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Unlocks || Triggerhappy (2 ranks)<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Effect || One extra damage is dealt per attack per rank. For a weapon with multiple shots, the effect is applied to each bullet.<br />
|}<br />
<br />
===Son of a Gun===<br />
{| class="wikitable" cellpadding="2"<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Shorthand || '''SoG'''<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Max. Rank: || 3<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Extended Max. || 5<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Unlocks || Dualgunner (2 ranks)<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Effect || [[Pistol|Pistols]] (or pistol-type weapons) fire 20% faster and deal one more damage per shot, per rank. (Note that the minimum time weapon firing time is 0.1s, regardless of bonuses.)<br />
|}<br />
<br />
===Reloader===<br />
{| class="wikitable" cellpadding="2"<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Shorthand || '''Rel'''<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Max. Rank: || 2<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Extended Max. || 3<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Unlocks || Shottyman (2 ranks)<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Effect || Reload time of all weapons is reduced by 20% per rank.<br />
|}<br />
<br />
===Eagle Eye===<br />
{| class="wikitable" cellpadding="2"<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Shorthand || '''EE'''<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Max. Rank: || 3<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Extended Max. || 5<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Unlocks || Intuition (2 ranks)<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Effect || Your [[accuracy]] is increased by two points per rank.<br />
|}<br />
<br />
===Brute===<br />
{| class="wikitable" cellpadding="2"<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Shorthand || '''Bru'''<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Max. Rank: || 3<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Extended Max. || 5<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Unlocks || Berserker (2 ranks)<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Effect || Melee attacks (either with [[fists]] or a melee weapon) deal three more damage and melee [[accuracy]] is increased by two points, per rank.<br />
|}<br />
<br />
== Advanced Traits ==<br />
<br />
===Juggler===<br />
{| class="wikitable" cellpadding="2"<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Shorthand || '''Jug'''<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Max. Rank: || 1<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Prerequisite || Finesse (1 rank)<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Effect || Swapping prepared or quickkeyed weapons takes no time.<br />
|}<br />
<br />
===Berserker===<br />
{| class="wikitable" cellpadding="2"<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Shorthand || '''Ber'''<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Max. Rank: || 1<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Prerequisite || Brute (2 ranks)<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Effect 1 || Each successful melee hit adds to a berserk "counter". When the counter reaches four (or less, if there are other monsters within your vision) then you will gain 20 actions' worth of the [[Effects#berserk|berserk]] effect.<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Effect 2 || Whenever you are harmed by a single source of damage equal to at least 10 HP and one-third of your maximum health, you will gain 20 actions' worth of the berserk effect. Both effects' gain is less than twenty relative to the amount of berserk time you currently have (peaks at 100).<br />
|}<br />
<br />
===Dualgunner===<br />
{| class="wikitable" cellpadding="2"<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Shorthand || '''DG'''<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Max. Rank: || 1<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Prerequisite || Son of a Gun (2 ranks)<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Effect 1 || If you have a [[pistol]] in both the weapon and prepared slots, you will fire both at the same time at 120% of the normal firing time. If wielded pistols have different firing speeds, the mean is used before multiplication.<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Effect 2 || Allows the reloading of pistols in both hands at once using the alternate reload key.<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Effect 3 || If your equipped and prepared weapons are both pistols, then swapping them takes zero time.<br />
|}<br />
<br />
===Dodgemaster===<br />
{| class="wikitable" cellpadding="2"<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Shorthand || '''DM'''<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Max. Rank: || 1<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Prerequisite || Hellrunner (2 ranks)<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Effect || The first [[dodging|dodge]] during a given action automatically succeeds.<br />
|}<br />
<br />
===Intuition===<br />
{| class="wikitable" cellpadding="2"<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Shorthand || '''Int'''<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Max. Rank: || 2<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Prerequisite || Eagle Eye (2 ranks), or Scout class<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Effect 1 || Lever descriptions are added. The first rank gives a general description, and the second rank exactly tells you what it does.<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Effect 2 || Certain objects on every floor are visible. The first rank reveals powerups, and the second rank reveals the position of enemies out of [[Vision]] within [[Distance|radius]] of sight +3.<br />
|}<br />
<br />
===Whizkid===<br />
{| class="wikitable" cellpadding="2"<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Shorthand || '''WK'''<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Max. Rank: || 2<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Prerequisite || Finesse (2 ranks), or Technician class<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Effect || Increases the number of available weapon mod slots by 2 per rank and armor mod slots by 1 per rank. This also allows advanced [[assemblies]] with the first rank and master assemblies with the second. The second rank of Whizkid additionally allows any assemblies made afterwards to be modded once.<br />
|}<br />
<br />
===Badass===<br />
{| class="wikitable" cellpadding="2"<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Shorthand || '''Bad'''<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Max. Rank: || 2<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Prerequisite || Tough as Nails (2 rank), or Marine class<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Effect || For each level, increases the maximum health before decay by 50% and reduces [[knockback]] by one tile.<br />
|}<br />
<br />
===Shottyman===<br />
{| class="wikitable" cellpadding="2"<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Shorthand || '''SM'''<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Max. Rank: || 1<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Prerequisite || Reloader (2 ranks)<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Effect || Shotgun-type and explosive-type weapons in the weapon slot can be reloaded by moving.<br />
|}<br />
<br />
===Triggerhappy===<br />
{| class="wikitable" cellpadding="2"<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Shorthand || '''TH'''<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Max. Rank: || 2<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Prerequisite || Son of a Bitch (2 ranks)<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Effect || Gives an extra shot per rank for all weapons that fire 3 or more shots per action.<br />
|}<br />
<br />
== Master Traits ==<br />
Master traits have rather constraining requirements: in addition to needing a partcular set of basic and/or advanced traits, you also cannot have any of the "blocked" traits (listed before the prerequisites). Blocked traits cannot be chosen after choosing the master trait, nor can you choose any other master traits (even if they are technically inclusive of each other).<br />
<br />
All master traits have one rank.<br />
<br />
===Melee Masters===<br />
<br />
====Vampyre - [[Classes#Marine|Marine Only]]====<br />
{| class="wikitable" cellpadding="2"<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Shorthand || '''MVm'''<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Prerequisites:|| Berserker (1 rank), Badass (1 rank), must have at least five traits<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Blocked Traits|| Hellrunner, Son of a Bitch, Eagle Eye<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Effect || Killing an enemy by melee attack gives you health 10% of max HP of the enemy that you've killed, up to 200%.<br />
|}<br />
<br />
====Blademaster - [[Classes#Scout|Scout Only]]====<br />
{| class="wikitable" cellpadding="2"<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Shorthand || '''MBm'''<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Prerequisites:|| Hellrunner (2 ranks), Brute (3 ranks), Berserker(1 rank)<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Blocked Traits|| Tough as Nails, Son of a Gun, Son of a Bitch<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Effect || Whenever you kill an opponent with a melee attack, it takes no time to do so. (Technical point: the effect sets your [[Time#Fractional Time|energy]] to 5001, so this can potentially cost more time than normal.)<br />
|}<br />
<br />
<br />
====Malicious Blades - [[Classes#Technician|Technician Only]]====<br />
{| class="wikitable" cellpadding="2"<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Shorthand || '''MMB'''<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Prerequisites:|| Finesse (1 rank), Dodgemaster (1 ranks), Brute (2 ranks)<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Blocked Traits|| Tough as Nails, Eagle Eye, Berserker<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Effect 1 || When carrying a blade-like weapon (such as a [[combat knife]]) in your prepared slot, you gain +50% resistance to bullet, shrapnel, and fire damage, and +75% resistance to melee damage.<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Effect 2 || When carrying a blade-like weapon in both the equipped and prepared slots, you attack with both weapons, each at half the attack time.<br />
|}<br />
<br />
===Pistol Masters===<br />
<br />
====Bullet Dance - [[Classes#Marine|Marine Only]]====<br />
{| class="wikitable" cellpadding="2"<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Shorthand || '''MBD'''<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Prerequisites:|| Dualgunner (1 rank), Triggerhappy (1 rank)<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Blocked Traits|| Hellrunner, Eagle Eye, Brute<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Effect || For each rank of Triggerhappy invested, pistol-type weapons fire one extra bullet per pistol, at the cost of +50% the fire time per pistol. (Aimed shot is unaffected.)<br />
|}<br />
<br />
====Gun Kata - [[Classes#Scout|Scout Only]]====<br />
{| class="wikitable" cellpadding="2"<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Shorthand || '''MGK'''<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Prerequisites:|| Dualgunner (1 rank), Dodgemaster (1 rank)<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Blocked Traits|| Tough as Nails, Son of a Bitch, Brute<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Effect 1 || After each successful dodge, your pistols fire 90% faster.<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Effect 2 || When you kill an enemy at which you were specifically aiming, your pistols reload.<br />
|}<br />
<br />
====Sharpshooter - [[Classes#Technician|Technician Only]]====<br />
{| class="wikitable" cellpadding="2"<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Shorthand || '''MSs'''<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Prerequisites:|| Son of a Gun (3 ranks), Eagle Eye (3 ranks)<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Blocked Traits|| Tough as Nails, Son of a Bitch, Dualgunner<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Effect || Pistol-type weapons always deal maximum damage.<br />
|}<br />
<br />
===Shotgun Masters===<br />
<br />
====Army of the Dead - [[Classes#Marine|Marine Only]]====<br />
{| class="wikitable" cellpadding="2"<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Shorthand || '''MAD'''<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Prerequisites:|| Badass (1 rank), Shottyman (1 rank), must have at least five traits<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Blocked Traits|| Finesse, Hellrunner, Eagle Eye<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Effect || Any weapon with the shrapnel damage type is instead armor-piercing.<br />
|}<br />
<br />
====Shottyhead - [[Classes#Scout|Scout Only]]====<br />
{| class="wikitable" cellpadding="2"<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Shorthand || '''MSh'''<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Prerequisites:|| Hellrunner (1 rank), Juggler (1 rank), Shottyman (1 rank)<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Blocked Traits|| Tough as Nails, Son of a Bitch, Eagle Eye<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Effect || Shotgun-type weapons fire at 1/3 of their normal firing time.<br />
|}<br />
<br />
====Fireangel - [[Classes#Technician|Technician Only]]====<br />
{| class="wikitable" cellpadding="2"<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Shorthand || '''MFa'''<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Prerequisites:|| Dodgemaster (1 rank), Shottyman (1 rank)<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Blocked Traits|| Son of a Bitch, Son of a Gun, Eagle Eye<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Effect || You become immune to damage from [[explosions]] (this definition includes splash damage). Knockback from explosions will still apply.<br />
|}<br />
<br />
===Burst Masters===<br />
<br />
====Ammochain - [[Classes#Marine|Marine Only]]====<br />
{| class="wikitable" cellpadding="2"<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Shorthand || '''MAc'''<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Prerequisites:|| Reloader (2 ranks), Triggerhappy (2 ranks)<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Blocked Traits|| Tough as Nails, Son of a Gun, Eagle Eye<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Effect || Any weapons with [[alternate fire#chain fire|chain fire]] ([[chaingun]], [[plasma rifle]], etc) only take one ammo per volley.<br />
|}<br />
<br />
====Cateye - [[Classes#Scout|Scout Only]]====<br />
{| class="wikitable" cellpadding="2"<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Shorthand || '''MCe'''<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Prerequisites:|| Intuition (1 rank), Triggerhappy (1 rank), must have at least five traits<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Blocked Traits|| Tough as Nails, Reloader, Brute<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Effect || Your [[vision]] is increased by two.<br />
|}<br />
<br />
====Entrenchment - [[Classes#Technician|Technician Only]]====<br />
{| class="wikitable" cellpadding="2"<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Shorthand || '''MEn'''<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Prerequisites:|| Badass (1 rank), Triggerhappy (1 rank)<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Blocked Traits|| Finesse, Son of a Gun, Reloader<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Effect || Whenever attacking with [[alternate fire#chain fire|chain fire]], you receive +30% resistance to all damage types while doing so.<br />
|}<br />
<br />
===General Masters===<br />
<br />
====Survivalist - [[Classes#Marine|Marine Only]]====<br />
{| class="wikitable" cellpadding="2"<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Shorthand || '''MSv'''<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Prerequisites:|| Ironman (3 ranks), Tough as Nails (2 ranks), Badass (1 rank)<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Blocked Traits|| Hellrunner, Son of a Bitch, Berserker<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Effect 1 || If your protection and resistances would reduce damage taken to zero, you have a 50% chance to do so.<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Effect 2 || Med-packs no longer cap their healing at 100%. ([[Large med-pack|Large med-packs]] only heal up to 50% more, adjusted by difficulty, if it passes 100%.)<br />
|}<br />
<br />
====Gunrunner - [[Classes#Scout|Scout Only]]====<br />
{| class="wikitable" cellpadding="2"<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Shorthand || '''MGr'''<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Prerequisites:|| Juggler (1 rank), Dodgemaster (1 rank)<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Blocked Traits|| Tough as Nails, Son of a Bitch, Whizkid<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Effect 1 || [[tactics|Running]] lasts 50% longer (45 actions).<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Effect 2 || '''While running''', if you have a loaded, non-rapid-fire weapon equipped, you will fire at the closest enemy you can see each time you move, without any extra time cost.<br />
|}<br />
<br />
====Scavenger - [[Classes#Technician|Technician Only]]====<br />
{| class="wikitable" cellpadding="2"<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Shorthand || '''MSc'''<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Prerequisites:|| Intuition (1 rank), Whizkid (2 ranks), must have at least five traits<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Blocked Traits|| Berserker, Dualgunner, Triggerhappy<br />
|-<br />
|style="text-align: right; padding: 0 2ex 0 0"|Effect || You can unload an empty, ranged weapon that is modified, assembled, or special, and destroy it to receive a random [[Mods|mod]].<br />
For <span style="color: lime">unique</span> weapons: 1/6 chance of [[Nano Pack|<span style="color: magenta">Nano</span>]], 1/6 [[Onyx Armor Pack|<span style="color: magenta">Onyx</span>]], 1/3 [[sniper weapon pack|<span style="color: magenta">Sniper</span>]], 1/3 [[firestorm weapon pack|<span style="color: magenta">Firestorm</span>]].<br />
<br />
For <span style="color: magenta">exotic</span> weapons: 1/6 [[sniper weapon pack|<span style="color: magenta">Sniper</span>]], 1/6 [[firestorm weapon pack|<span style="color: magenta">Firestorm</span>]], 1/6 [[agility mod pack|Agility]], 1/6 [[bulk mod pack|Bulk]], 1/6 [[power mod pack|Power]], 1/6 [[technical mod pack|Tech]]. <br />
<br />
For <span style="color: cyan">assemblies</span>: 1/4 [[agility mod pack|Agility]], 1/4 [[bulk mod pack|Bulk]], 1/4 [[power mod pack|Power]], 1/4 [[technical mod pack|Tech]]. <br />
<br />
For modified weapons: One of the mods on the weapon at random. <br />
<br />
The {{unique link|BFG 10K}}, {{unique link|Railgun}}, {{unique link|Revenant's Launcher}}, and {{unique link|Trigun}} will always produce specific mods, check these weapon's pages for details.<br />
|}</div>Svankensenhttps://drl.chaosforge.org/wiki/Assault_rifleAssault rifle2018-12-23T18:06:25Z<p>Svankensen: </p>
<hr />
<div>{{infostrat switch}}<br />
{{ranged weapon|<br />
weapon_name=Assault rifle|<br />
weapon_dmg=Original +1 die, -1 sides per die, 0.5 times original Shots|<br />
weapon_avgdmg=Varies|<br />
weapon_dmgtype=Original|<br />
weapon_accuracy=Original+2|<br />
weapon_ftime=Original|<br />
weapon_rtime=Original*0.5|<br />
weapon_clip=Original (consumes the same ammo as the original for half the shots)|<br />
weapon_ammo=Original|<br />
weapon_afire=[[Alternate fire#Chain fire|Chain fire]]|<br />
weapon_areload=None|<br />
weapon_get=[[Assemblies|Assembly]]: any rapid fire weapon + AAA|<br />
weapon_quote=N/A|<br />
weapon_looks=<font color="cyan"><b>}</b></font>|<br />
weapon_description=Assembly (same as original)|<br />
weapon_other=Assault rifle with Ammochain will consume only 2 ammo per volley|<br />
weapon_source={{wiki|Assault_rifle|Real life}}.}}</div>Svankensenhttps://drl.chaosforge.org/wiki/Assault_rifleAssault rifle2018-12-23T18:00:39Z<p>Svankensen: </p>
<hr />
<div>{{infostrat switch}}<br />
{{ranged weapon|<br />
weapon_name=Assault rifle|<br />
weapon_dmg=Original +1 die, -1 sides per die, 0.5 times original Shots|<br />
weapon_avgdmg=Varies|<br />
weapon_dmgtype=Original|<br />
weapon_accuracy=Original+2|<br />
weapon_ftime=Original|<br />
weapon_rtime=Original*0.5|<br />
weapon_clip=Original (consumes double the ammo for half the shots)|<br />
weapon_ammo=Original|<br />
weapon_afire=[[Alternate fire#Chain fire|Chain fire]]|<br />
weapon_areload=None|<br />
weapon_get=[[Assemblies|Assembly]]: any rapid fire weapon + AAA|<br />
weapon_quote=N/A|<br />
weapon_looks=<font color="cyan"><b>}</b></font>|<br />
weapon_description=Assembly (same as original)|<br />
weapon_other=Assault rifle with Ammochain will consume only 2 ammo per volley|<br />
weapon_source={{wiki|Assault_rifle|Real life}}.}}</div>Svankensenhttps://drl.chaosforge.org/wiki/Strategy:Laser_rifleStrategy:Laser rifle2018-12-23T17:46:03Z<p>Svankensen: Info was irrelevant, all exotics are modable.</p>
<hr />
<div>Nanomachinic Laser rifle (F) is extremely useful in many Ao666 Cateye Scout runs. The high accuracy allows you to skip levels of Eagle Eye, giving you 2 more traits to invest elsewhere. Since your other weapon would be a nano super shotgun, you dont need eagle eye at all with this setup.</div>Svankensenhttps://drl.chaosforge.org/wiki/Level_feelingLevel feeling2018-12-21T18:04:26Z<p>Svankensen: /* Other */</p>
<hr />
<div>__NOTOC__<br />
Level feelings are determined at random throughout the game and add features to a particular map. Depending on the level feeling, multiple feelings can exist on the same level.<br />
<br />
If you can't find a displayed message here, check the [[level event]] page for other possibilities.<br />
<br />
=== [[Room Generation#Lever Rooms|Levers]] ===<br />
<br />
* '''You feel that smell? That gasoline smell? Oh hell...'''<br />
** There is a lever that floods every tile with [[Fluids|lava]]. If you see this message then don't pull any of the levers in the level; it will not be worth the risk, even if you have an [[envirosuit pack]].<br />
* '''In the State of Denmark there was the odor of decay...'''<br />
** There is a lever that floods every tile with [[Fluids|acid]]. Just as with the level feeling above, don't pull levers if this shows up. Enough points invested into [[Traits#Intuition|Intuition]] will make this manageable, however.<br />
* '''The air is really humid here...'''<br />
** There is a lever that floods every tile with [[Fluids|water]]. Same as the last two, except not deadly at all and can actually be useful in preventing corpses.<br />
* '''The smell of a massacre... '''<br />
** This indicates the presence of a 'kills creatures' lever that affects all creatures on the map. This is particularly useful early on, as it is capable of destroying most early-game enemies completely.<br />
* '''You hear the trumpets of Jericho echoing in the distance...'''<br />
** There is a lever that will destroy all walls on the map when pulled. Does not include border walls. Generally a big problem for the player, considering that they make use of the cover more than enemies do.<br />
<br />
=== [[Room Generation#Vaults|Vaults]] ===<br />
<br />
Each of these feelings indicate that there is a [[Room Generation#Vault room|vault]] somewhere on the level. Multiple instances of these feelings indicate multiple vaults, as well.<br />
<br />
* '''There's something special here...'''<br />
* '''There's the smell of blood in the air!'''<br />
* '''You feel excited!'''<br />
<br />
===[[Level type|Level Type]]===<br />
<br />
If this level feeling occurs, it means you get a level type very different in style. In addition, Levers and Vaults feelings cannot occur.<br />
<br />
* '''Suddenly monsters come from everywhere!'''<br />
** Indicates that you have spawned in an [[Level type#Arena|Arena]].<br />
* '''Twisted passages carry the smell of death...'''<br />
** Indicates that you have spawned in a [[Level type#Cave|Cave]].<br />
* '''Where the hell is the way out of here!?!''' (followed by '''...Oh, there it is. D'oh.''' if you enter the level with vision of the stairs)<br />
** Indicates that you have spawned in a [[Level type#Maze|Maze]].<br />
* The following messages indicate a [[Level type#Single Monster|single monster]] level type:<br />
**'''You hear many marching feet.''' (equal distribution of all former-type enemies)<br />
**'''The walls are scratched and flame-scorched!''' (all [[imp|imps]])<br />
**'''A battle cry chants in the distance!''' (equal distribution of [[hell knight|hell knights]] and [[baron of hell|barons of hell]])<br />
**'''You hear deep, guttural noises!''' (all [[mancubus|mancubi]])<br />
**'''Bones clatter all around you!''' (all [[revenant|revenants]])<br />
**'''You hear crackling flames!''' (all [[arch-vile|arch-viles]])<br />
**'''Hellish magic haunts air!''' (half archviles, half formers)<br />
**'''You hear loud wails that cannot mean anything good!''' (all [[bruiser brother|bruiser brothers]])<br />
**'''The air is crackling with electricity!''' (all [[shambler|shamblers]])<br />
**'''Suddenly you have a great urge to turn back! You scream in TERROR!''' (all [[Cyberdemon|Cyberdemons]])<br />
<br />
===[[Levels#Special Levels|Special Levels]]===<br />
<br />
If this level feeling occurs, it means there will be a separate set of stairs (colored red) that allows access to one of the special levels.<br />
<br />
* '''You feel a breeze of morbid air...'''<br />
* '''You sense a passage to a place beyond...'''<br />
* '''You shiver from cold...'''<br />
<br />
=== Other ===<br />
<br />
* '''You feel there is something really valuable here!'''<br />
** Somewhere on the level one of the [[specials|uniques]] was generated.<br />
* '''Khe, he, he. This will be a mess...'''<br />
** The level is generated chock-full of [[Barrel|barrels]]. Barrel type depends on depth rather than being random.<br />
* '''As you enter, some weird alarm starts howling!'''<br />
** All monsters are set to actively hunt the player.<br />
* '''The air seems deadly here, you better leave quick!'''<br />
** Every X seconds ((0.1s × (100 - 5 × difficulty)), the player and enemies will lose a few HP. Envirosuit prevents those damages.<br />
* '''You hear sounds of hellish mortars!'''<br />
** Every few seconds of game time, an explosion occurs somewhere on the level. This explosion can damage you or enemies and destroy items or barrels.<br />
* '''They rolled out BIG guns!'''<br />
** Always paired with You hear the sounds of hellish mortars!. Same as above, but napalm explosions occur, covering the area with lava.<br />
* '''You feel you're being targeted!'''<br />
** A random monster in the level will teleport to the player's location every few seconds. This will not stop until all the monsters in the level are dead. Additionally, all monsters are set to actively hunt the player. It is worth noting that it wont teleport enemies in if there are no squares free of items in sight. So locking yourself in a small enough room and dropping your loot allows you to stop the onslaught for a while.</div>Svankensenhttps://drl.chaosforge.org/wiki/Level_feelingLevel feeling2018-12-21T18:02:49Z<p>Svankensen: /* Other */</p>
<hr />
<div>__NOTOC__<br />
Level feelings are determined at random throughout the game and add features to a particular map. Depending on the level feeling, multiple feelings can exist on the same level.<br />
<br />
If you can't find a displayed message here, check the [[level event]] page for other possibilities.<br />
<br />
=== [[Room Generation#Lever Rooms|Levers]] ===<br />
<br />
* '''You feel that smell? That gasoline smell? Oh hell...'''<br />
** There is a lever that floods every tile with [[Fluids|lava]]. If you see this message then don't pull any of the levers in the level; it will not be worth the risk, even if you have an [[envirosuit pack]].<br />
* '''In the State of Denmark there was the odor of decay...'''<br />
** There is a lever that floods every tile with [[Fluids|acid]]. Just as with the level feeling above, don't pull levers if this shows up. Enough points invested into [[Traits#Intuition|Intuition]] will make this manageable, however.<br />
* '''The air is really humid here...'''<br />
** There is a lever that floods every tile with [[Fluids|water]]. Same as the last two, except not deadly at all and can actually be useful in preventing corpses.<br />
* '''The smell of a massacre... '''<br />
** This indicates the presence of a 'kills creatures' lever that affects all creatures on the map. This is particularly useful early on, as it is capable of destroying most early-game enemies completely.<br />
* '''You hear the trumpets of Jericho echoing in the distance...'''<br />
** There is a lever that will destroy all walls on the map when pulled. Does not include border walls. Generally a big problem for the player, considering that they make use of the cover more than enemies do.<br />
<br />
=== [[Room Generation#Vaults|Vaults]] ===<br />
<br />
Each of these feelings indicate that there is a [[Room Generation#Vault room|vault]] somewhere on the level. Multiple instances of these feelings indicate multiple vaults, as well.<br />
<br />
* '''There's something special here...'''<br />
* '''There's the smell of blood in the air!'''<br />
* '''You feel excited!'''<br />
<br />
===[[Level type|Level Type]]===<br />
<br />
If this level feeling occurs, it means you get a level type very different in style. In addition, Levers and Vaults feelings cannot occur.<br />
<br />
* '''Suddenly monsters come from everywhere!'''<br />
** Indicates that you have spawned in an [[Level type#Arena|Arena]].<br />
* '''Twisted passages carry the smell of death...'''<br />
** Indicates that you have spawned in a [[Level type#Cave|Cave]].<br />
* '''Where the hell is the way out of here!?!''' (followed by '''...Oh, there it is. D'oh.''' if you enter the level with vision of the stairs)<br />
** Indicates that you have spawned in a [[Level type#Maze|Maze]].<br />
* The following messages indicate a [[Level type#Single Monster|single monster]] level type:<br />
**'''You hear many marching feet.''' (equal distribution of all former-type enemies)<br />
**'''The walls are scratched and flame-scorched!''' (all [[imp|imps]])<br />
**'''A battle cry chants in the distance!''' (equal distribution of [[hell knight|hell knights]] and [[baron of hell|barons of hell]])<br />
**'''You hear deep, guttural noises!''' (all [[mancubus|mancubi]])<br />
**'''Bones clatter all around you!''' (all [[revenant|revenants]])<br />
**'''You hear crackling flames!''' (all [[arch-vile|arch-viles]])<br />
**'''Hellish magic haunts air!''' (half archviles, half formers)<br />
**'''You hear loud wails that cannot mean anything good!''' (all [[bruiser brother|bruiser brothers]])<br />
**'''The air is crackling with electricity!''' (all [[shambler|shamblers]])<br />
**'''Suddenly you have a great urge to turn back! You scream in TERROR!''' (all [[Cyberdemon|Cyberdemons]])<br />
<br />
===[[Levels#Special Levels|Special Levels]]===<br />
<br />
If this level feeling occurs, it means there will be a separate set of stairs (colored red) that allows access to one of the special levels.<br />
<br />
* '''You feel a breeze of morbid air...'''<br />
* '''You sense a passage to a place beyond...'''<br />
* '''You shiver from cold...'''<br />
<br />
=== Other ===<br />
<br />
* '''You feel there is something really valuable here!'''<br />
** Somewhere on the level one of the [[specials|uniques]] was generated.<br />
* '''Khe, he, he. This will be a mess...'''<br />
** The level is generated chock-full of [[Barrel|barrels]]. Barrel type depends on depth rather than being random.<br />
* '''As you enter, some weird alarm starts howling!'''<br />
** All monsters are set to actively hunt the player.<br />
* '''The air seems deadly here, you better leave quick!'''<br />
** Every X seconds ((0.1s × (100 - 5 × difficulty)), the player and enemies will lose a few HP. Envirosuit prevents those damages.<br />
* '''You hear sounds of hellish mortars!'''<br />
** Every few seconds of game time, an explosion occurs somewhere on the level. This explosion can damage you or enemies and destroy items or barrels.<br />
* '''They rolled out BIG guns!'''<br />
** Always paired with You hear the sounds of hellish mortars!. Same as above, but napalm explosions occur, covering the area with lava.<br />
* '''You feel you're being targeted!'''<br />
** A random monster in the level will teleport to the player's location every few seconds. This will not stop until all the monsters in the level are dead. Additionally, all monsters are set to actively hunt the player. It is worth noting that it wont teleport enemies in if there are no squares free of corpses in sight. So locking yourself in a small enough room allows you to stop the onslaught for a while.</div>Svankensenhttps://drl.chaosforge.org/wiki/Strategy:Angel_of_100Strategy:Angel of 1002018-12-21T09:09:57Z<p>Svankensen: </p>
<hr />
<div>{{infostrat switch}}<br />
<br />
In Angel of 100, instead of a normal game, you have to play through 100 randomly generated levels to win, with all the special and named levels removed. A straightforward challenge.<br />
<br />
==Optimal traits==<br />
When it comes to what master trait (if any) you should go for, first thing to consider is that you're going to want to pick up [[Whizkid]]. With 100 levels, you're going to come across a ton of mods and Exotics, and have forever to reach your potential, so you'll be really handicapping yourself for later in the game if you don't take advantage of Whizkid to get all that wonderfully powerful equipment. So that means you can cross off picking [[Army of the Dead]], [[Entrenchment]], and [[Gunrunner]]. Second, you will want [[Hellrunner]], as besides movement speed and dodging being really useful in itself, you will come across [[level event]]s like floods and armed nukes that will require you leave or complete the level ASAP or die, not to mention with 100 levels you're eventually going to get put into really unfavorable situations where movement speed will be your best friend to get out of it. Plus if you decide to start stair diving, movement speed will again be your best friend. So with Hellrunner in mind, you can additionally cross off [[Vampyre]], [[Bullet Dance]], and [[Survivalist]] for your master trait to choose. Then [[Intuition]] will be extremely helpful for keeping you alive and out of bad situations when you're playing 100 levels, so with Intuition desired, that will cross off [[Malicious Blades]], [[Fireangel]], and [[Ammochain]]. This one however isn't quite as clear cut; Ammochain's ammo preservation is extremely helpful when ammo can be a serious concern in Ao100 and when you can use those inventory slots that would have been used on ammo on things like medkits to help keep you alive, especially if you're trying to get 100% kills, and Malicious Blades will be the only melee build that will still be powerful with the lack of any guaranteed melee weapon better than a [[Combat knife]], while you can argue smart and cautious play itself will keep you out of bad situations Intuition will help you avoid. That bit about melee means you can cross off [[Blademaster]] unless you're willing to gamble, as you're going to be really weak unless you're lucky enough to find a [[Chainsaw]], a [[Butcher's Cleaver]], or the [[Dragonslayer]] while being able to pick it up.<br />
<br />
So with all that in mind, your best choices for a master trait will be Malicious Blades, [[Gun Kata]], [[Sharpshooter]], [[Shottyhead]], Ammochain, [[Cateye]], and [[Scavenger]]. Another thing is if you don't care about 100% kills, you will probably want to start stair diving once you're sufficiently powerful enough to take on any encounter, in which case you should unquestionably choose a Scout as your class and whichever of the above recommended master traits available to Scouts, as you'll be able to see the stairs immediately upon entering each level and save you a ton of time in having to search for them with other classes. For one more final note, if you want to fight the [[Apostle]], you will have to be wielding the Dragonslayer and [[Berserker Armor]] when you make it to the final floor, and you cannot ever unequip the Dragonslayer once you pick it up, so if you intend to pick up the Dragonslayer if you find it to fight the Apostle, you should pick a master trait that doesn't block [[Brute]], which of the above recommended masters will cross off Gun Kata and Cateye. If that is your ultimate goal, a melee master isn't necessary, as while one of them would be obviously helpful while almost all the other master traits would be useless once you have the Dragonslayer equipped, the Dragonslayer is so powerful that with the permanent berserk it grants, having a melee master isn't really necessary and you can suffice with just Brute investment. So you can invest in another master to help you along the way when the Dragonslayer isn't remotely guaranteed to ever appear in Ao100, and still be ok to use it in the lucky case you do find it. If you really want a melee master with the Dragonslayer however, you should use Malicious Blades as pointed out before so you can still be powerful without relying on lucky drops.<br />
<br />
==The challenges of Ao100==<br />
When it comes to the actual gameplay of Ao100, you'll have to know that the game's difficulty curve doesn't level off once you reach dlevel 25; the danger level used in generation continues to rise as you get deeper and deeper, while nightmare enemies, elite formers, and most of the bosses will start showing up as normal enemies. This means as you get deeper and deeper, stronger and more dangerous enemies will appear, larger quantities of enemies will appear, and you'll be facing increasingly deadly [[level type]]s and events. Despite that however, the most difficult part of Ao100 will be the first 10-20 levels, and these will be the levels that will really test your ability to survive. With no special levels, you will be sorely lacking all that nice guaranteed loot you would have at equivalent dlevels in the main game, such as many mods, a very early [[Rocket Launcher]], the Chainsaw, the [[Red armor]], and the [[BFG 9000]]. The lack of special levels additionally means you will be a few levels lower at equivalent dlevels during this portion of the game. So lacking that guaranteed loot and those few extra trait levels, you'll be much weaker when stronger enemies like [[Baron]]s, [[Arachnotron]]s, and [[VMR]] start showing up, unless you get really lucky quickly. At this point in the game those nasty enemies will be extremely threatening, and you'll be at the mercy of the RNG's level generation; one bad level generated during the 5-20 dlevel range, especially on harder difficulties, and it's probably game over. Indeed, the vast majority of failed Ao100 runs end in this level range. So you will really want to kill everything and fully explore levels early on, getting as much experience, equipment, and items as you can. The faster you can get stronger, the better your chances will be of surviving this big hump. You should only leave levels prematurely at this point of the game if you get a really bad level generated like an Arachnotron Cave that you will have slim hopes of surviving if you stay, or otherwise have gotten yourself into a really nasty situation and will most certainly die if you don't get to the stairs ASAP to take a gamble with the next level giving you a reprieve. <br />
<br />
Assuming you killed everything and fully explored each level along the way, if you can survive to around dlevel 25, the game will start getting a lot easier. At that point your level will be around the normal game's endgame level, you should have good modded equipment and a couple Exotics/Uniques, a sufficient supply of [[Large medkit]]s among other useful items, and item generation will get really good. Additionally from this point, the next set of new enemies get introduced every 10 dlevels, giving you plenty of time to level more and improve equipment in preparation for them, while the only new thing that starts showing up in the 24-30 dlevel range (dependent on difficulty) is the [[Nightmare Imp]], who is outclassed by the [[Hell knight]]s you have long surpassed and is no real threat to you, thus giving you a big reprieve in the increasing danger climb when you reach this point. So once you get to this point of the game, the chance of each individual level being able to kill you drastically drops, and the main challenge to the game will be avoiding doing something fatally stupid over so many levels instead of fighting for your survival. Yeah you will eventually start having hordes of Barons, VMR, nightmare enemies, and most of the bosses everywhere, and the RNG is going to hand you some really unfair levels at some point (you thought Arachnotron caves were bad? How about a [[Nightmare Arachnotron]] cave). By the point you encounter such though, you'll be so overloaded with traits, overly powerful assembled equipment and modded Exotics, and Uniques, that even [[Cyberdemon]]s and [[Nightmare Arch-vile]]s as regular enemies will do little to faze you.<br />
<br />
If you don't care about 100% kills and want to finish Ao100 as soon as you can, you may be wondering at what point you can stop focusing on getting stronger and start stair diving without worry of running into something you're too weak and ill-equipped to handle. While around dlevel 25 may be the point the game starts getting a lot easier as explained, you shouldn't start stair diving just then, as while the normal elite enemies are no longer a big threat to you, you probably still won't be strong enough to handle large groups of them in conjunction with nightmare enemies and bosses, and can still easily get killed by getting spawned in something really nasty like a Nightmare Arachnotron cave. At what point you're reasonably strong enough to take on anything the game can hand you will be a judgment call on your part, but once you're at your potential or feel you're near, where any additional traits would be mostly superfluous and there's little more stuff you could find or do to farther improve your equipment, there's probably few situations that can be really threatening to your survival. Being a Scout with Intuition 2 will really help for stair diving and allow you to start comfortably doing it earlier. And of course if you get the Dragonslayer and Berserker Armor, you can probably start stair diving without worry unless you're really lacking in traits and could use some more.<br />
<br />
==Assemblies and miscellaneous tips==<br />
When it comes to stuff you should assemble, there's obviously the advanced and master assemblies of your build's primary weapons that you could have trouble getting in the normal game, when Whizkid, time, and mod investment is no longer a concern. For assemblies of particular note, there's the [[Tactical rocket launcher]], when with no guaranteed [[Missile launcher]], it'll be your way to procure a guaranteed clip rocket launcher, that is better than the Missile launcher anyway but held back in the normal game by the advanced assembly requirement. Then there's [[Cerberus boots]], where with 84 of the 100 levels being in Hell, you will be around lava ''a lot'' and having a way to walk through fluids with no damage whenever you want will be a tremendous help, as well as making you a lot more RNG resistant when having them will make the spawning of fluids become a big advantage to you instead of the detriment it usually is. [[Cerberus armor]] also merits special consideration, when in the normal game its steep mod requirements and probably lacking a good Exotic armor to make it out of makes it not so practical to make, while in Ao100 mod investment is again no concern and you'll probably eventually come across a good Exotic armor for its base. For one more note, once you get Whizkid 2, any basic assembly you made beforehand, like [[Tactical boots]] and [[Fireproof armor]], you should remake another of, as you'll be able to add an extra mod to any assembly you make after Whizkid 2 and thus farther improve your equipment, while any assembly you made before you got Whizkid 2 still cannot be modded at all. [[User:Omega Tyrant|Omega Tyrant]] ([[User talk:Omega Tyrant|talk]]) 15:50, 19 April 2017 (UTC)<br />
<br />
Another thing of note is that with Son of a Gun 5 (or SoG 4 and finesse 2) pistols shoot in 0.1 seconds. Adding to that the damage from SoG AND SoB, makes their damage potential unparalelled, no matter your master trait. Only a Firestorm Hyperblaster with Finesse 3 and SoB 5 beats the damage of a storm bolter combat pistol (31.5 vs 30.5 per 0.1), and that is without using dualgunner. Even a normal pistol will easily hit the upper echelons of damage while giving you the option of reacting to enemy action within 0.1 seconds. Given that a significant part of the overwhelming damage comes from the +5 damage of SoG and the extra damage from SoB, P moding your pistols isnt a big priority. A B3P2 pistol is thus extremely useful for its large ammo clip, since reloading will usually be the longest action you can take at this point of the game.<br />
<br />
It is also worth pointing that while a Cerberus [[Phaseshift armor]] is usuallly a mediocre choice, it retains its set bonus when combined whith the [[Phaseshift boots]], making it one of the few combinations that gives you fluid immunity and good damage resistances while not hampering your move speed seriously. The other combo is the inquisitor set, that provides lower torso resistances and no acid immunity but higher move speeds. ([[User:Svankensen|Svankensen]])</div>Svankensenhttps://drl.chaosforge.org/wiki/Strategy:Angel_of_100Strategy:Angel of 1002018-12-21T09:09:10Z<p>Svankensen: </p>
<hr />
<div>{{infostrat switch}}<br />
<br />
In Angel of 100, instead of a normal game, you have to play through 100 randomly generated levels to win, with all the special and named levels removed. A straightforward challenge.<br />
<br />
==Optimal traits==<br />
When it comes to what master trait (if any) you should go for, first thing to consider is that you're going to want to pick up [[Whizkid]]. With 100 levels, you're going to come across a ton of mods and Exotics, and have forever to reach your potential, so you'll be really handicapping yourself for later in the game if you don't take advantage of Whizkid to get all that wonderfully powerful equipment. So that means you can cross off picking [[Army of the Dead]], [[Entrenchment]], and [[Gunrunner]]. Second, you will want [[Hellrunner]], as besides movement speed and dodging being really useful in itself, you will come across [[level event]]s like floods and armed nukes that will require you leave or complete the level ASAP or die, not to mention with 100 levels you're eventually going to get put into really unfavorable situations where movement speed will be your best friend to get out of it. Plus if you decide to start stair diving, movement speed will again be your best friend. So with Hellrunner in mind, you can additionally cross off [[Vampyre]], [[Bullet Dance]], and [[Survivalist]] for your master trait to choose. Then [[Intuition]] will be extremely helpful for keeping you alive and out of bad situations when you're playing 100 levels, so with Intuition desired, that will cross off [[Malicious Blades]], [[Fireangel]], and [[Ammochain]]. This one however isn't quite as clear cut; Ammochain's ammo preservation is extremely helpful when ammo can be a serious concern in Ao100 and when you can use those inventory slots that would have been used on ammo on things like medkits to help keep you alive, especially if you're trying to get 100% kills, and Malicious Blades will be the only melee build that will still be powerful with the lack of any guaranteed melee weapon better than a [[Combat knife]], while you can argue smart and cautious play itself will keep you out of bad situations Intuition will help you avoid. That bit about melee means you can cross off [[Blademaster]] unless you're willing to gamble, as you're going to be really weak unless you're lucky enough to find a [[Chainsaw]], a [[Butcher's Cleaver]], or the [[Dragonslayer]] while being able to pick it up.<br />
<br />
So with all that in mind, your best choices for a master trait will be Malicious Blades, [[Gun Kata]], [[Sharpshooter]], [[Shottyhead]], Ammochain, [[Cateye]], and [[Scavenger]]. Another thing is if you don't care about 100% kills, you will probably want to start stair diving once you're sufficiently powerful enough to take on any encounter, in which case you should unquestionably choose a Scout as your class and whichever of the above recommended master traits available to Scouts, as you'll be able to see the stairs immediately upon entering each level and save you a ton of time in having to search for them with other classes. For one more final note, if you want to fight the [[Apostle]], you will have to be wielding the Dragonslayer and [[Berserker Armor]] when you make it to the final floor, and you cannot ever unequip the Dragonslayer once you pick it up, so if you intend to pick up the Dragonslayer if you find it to fight the Apostle, you should pick a master trait that doesn't block [[Brute]], which of the above recommended masters will cross off Gun Kata and Cateye. If that is your ultimate goal, a melee master isn't necessary, as while one of them would be obviously helpful while almost all the other master traits would be useless once you have the Dragonslayer equipped, the Dragonslayer is so powerful that with the permanent berserk it grants, having a melee master isn't really necessary and you can suffice with just Brute investment. So you can invest in another master to help you along the way when the Dragonslayer isn't remotely guaranteed to ever appear in Ao100, and still be ok to use it in the lucky case you do find it. If you really want a melee master with the Dragonslayer however, you should use Malicious Blades as pointed out before so you can still be powerful without relying on lucky drops.<br />
<br />
==The challenges of Ao100==<br />
When it comes to the actual gameplay of Ao100, you'll have to know that the game's difficulty curve doesn't level off once you reach dlevel 25; the danger level used in generation continues to rise as you get deeper and deeper, while nightmare enemies, elite formers, and most of the bosses will start showing up as normal enemies. This means as you get deeper and deeper, stronger and more dangerous enemies will appear, larger quantities of enemies will appear, and you'll be facing increasingly deadly [[level type]]s and events. Despite that however, the most difficult part of Ao100 will be the first 10-20 levels, and these will be the levels that will really test your ability to survive. With no special levels, you will be sorely lacking all that nice guaranteed loot you would have at equivalent dlevels in the main game, such as many mods, a very early [[Rocket Launcher]], the Chainsaw, the [[Red armor]], and the [[BFG 9000]]. The lack of special levels additionally means you will be a few levels lower at equivalent dlevels during this portion of the game. So lacking that guaranteed loot and those few extra trait levels, you'll be much weaker when stronger enemies like [[Baron]]s, [[Arachnotron]]s, and [[VMR]] start showing up, unless you get really lucky quickly. At this point in the game those nasty enemies will be extremely threatening, and you'll be at the mercy of the RNG's level generation; one bad level generated during the 5-20 dlevel range, especially on harder difficulties, and it's probably game over. Indeed, the vast majority of failed Ao100 runs end in this level range. So you will really want to kill everything and fully explore levels early on, getting as much experience, equipment, and items as you can. The faster you can get stronger, the better your chances will be of surviving this big hump. You should only leave levels prematurely at this point of the game if you get a really bad level generated like an Arachnotron Cave that you will have slim hopes of surviving if you stay, or otherwise have gotten yourself into a really nasty situation and will most certainly die if you don't get to the stairs ASAP to take a gamble with the next level giving you a reprieve. <br />
<br />
Assuming you killed everything and fully explored each level along the way, if you can survive to around dlevel 25, the game will start getting a lot easier. At that point your level will be around the normal game's endgame level, you should have good modded equipment and a couple Exotics/Uniques, a sufficient supply of [[Large medkit]]s among other useful items, and item generation will get really good. Additionally from this point, the next set of new enemies get introduced every 10 dlevels, giving you plenty of time to level more and improve equipment in preparation for them, while the only new thing that starts showing up in the 24-30 dlevel range (dependent on difficulty) is the [[Nightmare Imp]], who is outclassed by the [[Hell knight]]s you have long surpassed and is no real threat to you, thus giving you a big reprieve in the increasing danger climb when you reach this point. So once you get to this point of the game, the chance of each individual level being able to kill you drastically drops, and the main challenge to the game will be avoiding doing something fatally stupid over so many levels instead of fighting for your survival. Yeah you will eventually start having hordes of Barons, VMR, nightmare enemies, and most of the bosses everywhere, and the RNG is going to hand you some really unfair levels at some point (you thought Arachnotron caves were bad? How about a [[Nightmare Arachnotron]] cave). By the point you encounter such though, you'll be so overloaded with traits, overly powerful assembled equipment and modded Exotics, and Uniques, that even [[Cyberdemon]]s and [[Nightmare Arch-vile]]s as regular enemies will do little to faze you.<br />
<br />
If you don't care about 100% kills and want to finish Ao100 as soon as you can, you may be wondering at what point you can stop focusing on getting stronger and start stair diving without worry of running into something you're too weak and ill-equipped to handle. While around dlevel 25 may be the point the game starts getting a lot easier as explained, you shouldn't start stair diving just then, as while the normal elite enemies are no longer a big threat to you, you probably still won't be strong enough to handle large groups of them in conjunction with nightmare enemies and bosses, and can still easily get killed by getting spawned in something really nasty like a Nightmare Arachnotron cave. At what point you're reasonably strong enough to take on anything the game can hand you will be a judgment call on your part, but once you're at your potential or feel you're near, where any additional traits would be mostly superfluous and there's little more stuff you could find or do to farther improve your equipment, there's probably few situations that can be really threatening to your survival. Being a Scout with Intuition 2 will really help for stair diving and allow you to start comfortably doing it earlier. And of course if you get the Dragonslayer and Berserker Armor, you can probably start stair diving without worry unless you're really lacking in traits and could use some more.<br />
<br />
==Assemblies and miscellaneous tips==<br />
When it comes to stuff you should assemble, there's obviously the advanced and master assemblies of your build's primary weapons that you could have trouble getting in the normal game, when Whizkid, time, and mod investment is no longer a concern. For assemblies of particular note, there's the [[Tactical rocket launcher]], when with no guaranteed [[Missile launcher]], it'll be your way to procure a guaranteed clip rocket launcher, that is better than the Missile launcher anyway but held back in the normal game by the advanced assembly requirement. Then there's [[Cerberus boots]], where with 84 of the 100 levels being in Hell, you will be around lava ''a lot'' and having a way to walk through fluids with no damage whenever you want will be a tremendous help, as well as making you a lot more RNG resistant when having them will make the spawning of fluids become a big advantage to you instead of the detriment it usually is. [[Cerberus armor]] also merits special consideration, when in the normal game its steep mod requirements and probably lacking a good Exotic armor to make it out of makes it not so practical to make, while in Ao100 mod investment is again no concern and you'll probably eventually come across a good Exotic armor for its base. For one more note, once you get Whizkid 2, any basic assembly you made beforehand, like [[Tactical boots]] and [[Fireproof armor]], you should remake another of, as you'll be able to add an extra mod to any assembly you make after Whizkid 2 and thus farther improve your equipment, while any assembly you made before you got Whizkid 2 still cannot be modded at all. [[User:Omega Tyrant|Omega Tyrant]] ([[User talk:Omega Tyrant|talk]]) 15:50, 19 April 2017 (UTC)<br />
<br />
Another thing of note is that with Son of a Gun 5 (or SoG 4 and finesse 2) pistols shoot in 0.1 seconds. Adding to that the damage from SoG AND SoB, makes their damage potential unparalelled, no matter your master trait. Only a Firestorm Hyperblaster with Finesse 3 and SoB 5 beats the damage of a storm bolter combat pistol (31.5 vs 30.5 per 0.1), and that is without using dualgunner. Even a normal pistol will easily hit the upper echelons of damage while giving you the option of reacting to enemy action within 0.1 seconds. Given that a significant part of the overwhelming damage comes from the +5 damage of SoG and the extra damage from SoB, P moding your pistols isnt a big priority. A B3P2 pistol is thus extremely useful for its large ammo clip, since reloading will usually be the longest action you can take at this point of the game.<br />
<br />
It is also worth pointing that while a Cerberus [[Phaseshift armor]] is usuallly a mediocre choice, it retains its set bonus when combined whith the [[Phaseshift boots]], making it one of the few combinations that gives you fluid immunity and good damage resistances while not hampering your move speed seriously. The other combo is the inquisitor set, that provides lower torso resistances and no acid immunity but higher move speeds.<br />
([[User:Svankensen|Svankensen]])</div>Svankensenhttps://drl.chaosforge.org/wiki/Strategy:Combat_pistolStrategy:Combat pistol2018-12-21T09:05:30Z<p>Svankensen: </p>
<hr />
<div>{{infostrat switch}}<br />
<br />
The [[combat pistol]] is an exotic weapon and a direct upgrade to your feeble starting [[pistol]]. It has better accuracy (+5 vs. +4), deals more damage (3-9 vs. 2-8) and a much larger magazine (15 shots vs. 6). The only drawback comes from a longer reloading time (1.8s vs. 1.2s), and of course, its rarity.<br />
<br />
Similarly to basic pistols, this weapon's damage output scales greatly with levels in [[Son of a Gun]] - 6 DPS at no SoG, 8.75 at SoG1, 13.33 at SoG2 and 22.5 at SoG3. I'm not considering values for [[Dualgunner]] trait - you may play through a whole game without seeing a single combat pistol, let alone two, but if you happen to find one, you can of course use it with any other pistol in your other hand.<br />
<br />
Compared to [[assemblies|assemblies]] and unique pistols, the combat pistol also has the advantage of being fully moddable, and of being a much better base item than a basic pistol. A single [[power mod]] adds 1.5 damage per shot (compared to 1 for a basic pistol). A [[high power weapon|high power]] combat pistol, a basic assembly requiring only two common mods, creates a 3d5 damage weapon (with 10 bullets in the magazine), that easily outdamages any other pistol. You can go with P3B2-modded combat pistol, for 3d6 damage and whopping 26 bullets in the magazine. And, last but not least, a P-modded [[demolition ammo]] combat pistol leaves you with a "micro-[[micro launcher]]" (would that be "pico launcher"?) that deals 6d2 fire damage in a radius 1 explosion and consumes bullets instead of rockets.<br />
<br />
For all pistol builds, a combat pistol is a highly useful weapon. But it's the [[Sharpshooter]] talent that can turn this weapon into a true beast. Thanks to [[Eagle Eye]] 3 (prerequisite for MSs), every single shot has 98% chance to-hit, if you can see the enemy. Even an unmodded combat pistol deals 12 damage per shot - this guarantees [[knockback]] on each and every shot. The P3B2-modded combat pistol deals 21 damage per shot (at SoG3), which one-shots [[lost soul|lost souls]] and three-shots [[revenant|revenants]] even through their 50% bullet resistance. And if you top that with 5 levels in Son of a Gun, you end up with an incredible 230 DPS. With a capacity of 26 bullets, you can kill every single monster, all the way up to a N! [[Spider Mastermind]], with no need to reload even once. Most regular monsters would not even have a chance to act, if your timing is right.</div>Svankensenhttps://drl.chaosforge.org/wiki/Strategy:Angel_of_100Strategy:Angel of 1002018-12-08T17:38:06Z<p>Svankensen: /* Assemblies and miscellaneous tips */</p>
<hr />
<div>{{infostrat switch}}<br />
<br />
In Angel of 100, instead of a normal game, you have to play through 100 randomly generated levels to win, with all the special and named levels removed. A straightforward challenge.<br />
<br />
==Optimal traits==<br />
When it comes to what master trait you should go for, first thing to consider is that you're going to want to pick up [[Whizkid]]. With 100 levels, you're going to come across a ton of mods and Exotics, and have forever to reach your potential, so you'll be really handicapping yourself for later in the game if you don't take advantage of Whizkid to get all that wonderfully powerful equipment. So that means you can cross off picking [[Army of the Dead]], [[Entrenchment]], and [[Gunrunner]]. Second, you will want [[Hellrunner]], as besides movement speed and dodging being really useful in itself, you will come across [[level event]]s like floods and armed nukes that will require you leave or complete the level ASAP or die, not to mention with 100 levels you're eventually going to get put into really unfavorable situations where movement speed will be your best friend to get out of it. Plus if you decide to start stair diving, movement speed will again be your best friend. So with Hellrunner in mind, you can additionally cross off [[Vampyre]], [[Bullet Dance]], and [[Survivalist]] for your master trait to choose. Then [[Intuition]] will be extremely helpful for keeping you alive and out of bad situations when you're playing 100 levels, so with Intuition desired, that will cross off [[Malicious Blades]], [[Fireangel]], and [[Ammochain]]. This one however isn't quite as clear cut; Ammochain's ammo preservation is extremely helpful when ammo can be a serious concern in Ao100 and when you can use those inventory slots that would have been used on ammo on things like medkits to help keep you alive, especially if you're trying to get 100% kills, and Malicious Blades will be the only melee build that will still be powerful with the lack of any guaranteed melee weapon better than a [[Combat knife]], while you can argue smart and cautious play itself will keep you out of bad situations Intuition will help you avoid. That bit about melee means you can cross off [[Blademaster]] unless you're willing to gamble, as you're going to be really weak unless you're lucky enough to find a [[Chainsaw]], a [[Butcher's Cleaver]], or the [[Dragonslayer]] while being able to pick it up.<br />
<br />
So with all that in mind, your best choices for a master trait will be Malicious Blades, [[Gun Kata]], [[Sharpshooter]], [[Shottyhead]], Ammochain, [[Cateye]], and [[Scavenger]]. Another thing is if you don't care about 100% kills, you will probably want to start stair diving once you're sufficiently powerful enough to take on any encounter, in which case you should unquestionably choose a Scout as your class and whichever of the above recommended master traits available to Scouts, as you'll be able to see the stairs immediately upon entering each level and save you a ton of time in having to search for them with other classes. For one more final note, if you want to fight the [[Apostle]], you will have to be wielding the Dragonslayer and [[Berserker Armor]] when you make it to the final floor, and you cannot ever unequip the Dragonslayer once you pick it up, so if you intend to pick up the Dragonslayer if you find it to fight the Apostle, you should pick a master trait that doesn't block [[Brute]], which of the above recommended masters will cross off Gun Kata and Cateye. If that is your ultimate goal, a melee master isn't necessary, as while one of them would be obviously helpful while almost all the other master traits would be useless once you have the Dragonslayer equipped, the Dragonslayer is so powerful that with the permanent berserk it grants, having a melee master isn't really necessary and you can suffice with just Brute investment. So you can invest in another master to help you along the way when the Dragonslayer isn't remotely guaranteed to ever appear in Ao100, and still be ok to use it in the lucky case you do find it. If you really want a melee master with the Dragonslayer however, you should use Malicious Blades as pointed out before so you can still be powerful without relying on lucky drops.<br />
<br />
==The challenges of Ao100==<br />
When it comes to the actual gameplay of Ao100, you'll have to know that the game's difficulty curve doesn't level off once you reach dlevel 25; the danger level used in generation continues to rise as you get deeper and deeper, while nightmare enemies, elite formers, and most of the bosses will start showing up as normal enemies. This means as you get deeper and deeper, stronger and more dangerous enemies will appear, larger quantities of enemies will appear, and you'll be facing increasingly deadly [[level type]]s and events. Despite that however, the most difficult part of Ao100 will be the first 10-20 levels, and these will be the levels that will really test your ability to survive. With no special levels, you will be sorely lacking all that nice guaranteed loot you would have at equivalent dlevels in the main game, such as many mods, a very early [[Rocket Launcher]], the Chainsaw, the [[Red armor]], and the [[BFG 9000]]. The lack of special levels additionally means you will be a few levels lower at equivalent dlevels during this portion of the game. So lacking that guaranteed loot and those few extra trait levels, you'll be much weaker when stronger enemies like [[Baron]]s, [[Arachnotron]]s, and [[VMR]] start showing up, unless you get really lucky quickly. At this point in the game those nasty enemies will be extremely threatening, and you'll be at the mercy of the RNG's level generation; one bad level generated during the 5-20 dlevel range, especially on harder difficulties, and it's probably game over. Indeed, the vast majority of failed Ao100 runs end in this level range. So you will really want to kill everything and fully explore levels early on, getting as much experience, equipment, and items as you can. The faster you can get stronger, the better your chances will be of surviving this big hump. You should only leave levels prematurely at this point of the game if you get a really bad level generated like an Arachnotron Cave that you will have slim hopes of surviving if you stay, or otherwise have gotten yourself into a really nasty situation and will most certainly die if you don't get to the stairs ASAP to take a gamble with the next level giving you a reprieve. <br />
<br />
Assuming you killed everything and fully explored each level along the way, if you can survive to around dlevel 25, the game will start getting a lot easier. At that point your level will be around the normal game's endgame level, you should have good modded equipment and a couple Exotics/Uniques, a sufficient supply of [[Large medkit]]s among other useful items, and item generation will get really good. Additionally from this point, the next set of new enemies get introduced every 10 dlevels, giving you plenty of time to level more and improve equipment in preparation for them, while the only new thing that starts showing up in the 24-30 dlevel range (dependent on difficulty) is the [[Nightmare Imp]], who is outclassed by the [[Hell knight]]s you have long surpassed and is no real threat to you, thus giving you a big reprieve in the increasing danger climb when you reach this point. So once you get to this point of the game, the chance of each individual level being able to kill you drastically drops, and the main challenge to the game will be avoiding doing something fatally stupid over so many levels instead of fighting for your survival. Yeah you will eventually start having hordes of Barons, VMR, nightmare enemies, and most of the bosses everywhere, and the RNG is going to hand you some really unfair levels at some point (you thought Arachnotron caves were bad? How about a [[Nightmare Arachnotron]] cave). By the point you encounter such though, you'll be so overloaded with traits, overly powerful assembled equipment and modded Exotics, and Uniques, that even [[Cyberdemon]]s and [[Nightmare Arch-vile]]s as regular enemies will do little to faze you.<br />
<br />
If you don't care about 100% kills and want to finish Ao100 as soon as you can, you may be wondering at what point you can stop focusing on getting stronger and start stair diving without worry of running into something you're too weak and ill-equipped to handle. While around dlevel 25 may be the point the game starts getting a lot easier as explained, you shouldn't start stair diving just then, as while the normal elite enemies are no longer a big threat to you, you probably still won't be strong enough to handle large groups of them in conjunction with nightmare enemies and bosses, and can still easily get killed by getting spawned in something really nasty like a Nightmare Arachnotron cave. At what point you're reasonably strong enough to take on anything the game can hand you will be a judgment call on your part, but once you're at your potential or feel you're near, where any additional traits would be mostly superfluous and there's little more stuff you could find or do to farther improve your equipment, there's probably few situations that can be really threatening to your survival. Being a Scout with Intuition 2 will really help for stair diving and allow you to start comfortably doing it earlier. And of course if you get the Dragonslayer and Berserker Armor, you can probably start stair diving without worry unless you're really lacking in traits and could use some more.<br />
<br />
==Assemblies and miscellaneous tips==<br />
When it comes to stuff you should assemble, there's obviously the advanced and master assemblies of your build's primary weapons that you could have trouble getting in the normal game, when Whizkid, time, and mod investment is no longer a concern. For assemblies of particular note, there's the [[Tactical rocket launcher]], when with no guaranteed [[Missile launcher]], it'll be your way to procure a guaranteed clip rocket launcher, that is better than the Missile launcher anyway but held back in the normal game by the advanced assembly requirement. Then there's [[Cerberus boots]], where with 84 of the 100 levels being in Hell, you will be around lava ''a lot'' and having a way to walk through fluids with no damage whenever you want will be a tremendous help, as well as making you a lot more RNG resistant when having them will make the spawning of fluids become a big advantage to you instead of the detriment it usually is. [[Cerberus armor]] also merits special consideration, when in the normal game its steep mod requirements and probably lacking a good Exotic armor to make it out of makes it not so practical to make, while in Ao100 mod investment is again no concern and you'll probably eventually come across a good Exotic armor for its base. For one more note, once you get Whizkid 2, any basic assembly you made beforehand, like [[Tactical boots]] and [[Fireproof armor]], you should remake another of, as you'll be able to add an extra mod to any assembly you make after Whizkid 2 and thus farther improve your equipment, while any assembly you made before you got Whizkid 2 still cannot be modded at all. [[User:Omega Tyrant|Omega Tyrant]] ([[User talk:Omega Tyrant|talk]]) 15:50, 19 April 2017 (UTC)<br />
<br />
Another thing of note is that with Son of a Gun 5 (or SoG 4 and finesse 2) pistols shoot in 0.1 seconds. Adding to that the damage from SoG AND SoB, makes their damage potential unparalelled, no matter your master trait. Only a Firestorm Hyperblaster with Finesse 3 and SoB 5 beats the damage of a storm bolter combat pistol (31.5 vs 30.5 per 0.1), and that is without using dualgunner. Even a normal pistol will easily hit the upper echelons of damage while giving you the option of reacting to enemy action within 0.1 seconds. Given that a significant part of the overwhelming damage comes from the +5 damage of SoG and the extra damage from SoB, P moding your pistols isnt a big priority. A B3P2 pistol is thus extremely useful for its large ammo clip, since reloading will usually be the longest action you can take at this point of the game.<br />
<br />
It is also worth pointing that while a Cerberus [[Phaseshift armor]] is usuallly a mediocre choice, it retains its set bonus when combined whith the [[Phaseshift boots]], making it one of the few combinations that gives you fluid immunity and good damage resistances while not hampering your move speed seriously. The other combo is the inquisitor set, that provides lower torso resistances and no acid immunity but higher move speeds.<br />
[[User:Svankensen|Svankensen]]</div>Svankensenhttps://drl.chaosforge.org/wiki/Strategy:Angel_of_100Strategy:Angel of 1002018-12-08T17:36:20Z<p>Svankensen: /* Assemblies and miscellaneous tips */</p>
<hr />
<div>{{infostrat switch}}<br />
<br />
In Angel of 100, instead of a normal game, you have to play through 100 randomly generated levels to win, with all the special and named levels removed. A straightforward challenge.<br />
<br />
==Optimal traits==<br />
When it comes to what master trait you should go for, first thing to consider is that you're going to want to pick up [[Whizkid]]. With 100 levels, you're going to come across a ton of mods and Exotics, and have forever to reach your potential, so you'll be really handicapping yourself for later in the game if you don't take advantage of Whizkid to get all that wonderfully powerful equipment. So that means you can cross off picking [[Army of the Dead]], [[Entrenchment]], and [[Gunrunner]]. Second, you will want [[Hellrunner]], as besides movement speed and dodging being really useful in itself, you will come across [[level event]]s like floods and armed nukes that will require you leave or complete the level ASAP or die, not to mention with 100 levels you're eventually going to get put into really unfavorable situations where movement speed will be your best friend to get out of it. Plus if you decide to start stair diving, movement speed will again be your best friend. So with Hellrunner in mind, you can additionally cross off [[Vampyre]], [[Bullet Dance]], and [[Survivalist]] for your master trait to choose. Then [[Intuition]] will be extremely helpful for keeping you alive and out of bad situations when you're playing 100 levels, so with Intuition desired, that will cross off [[Malicious Blades]], [[Fireangel]], and [[Ammochain]]. This one however isn't quite as clear cut; Ammochain's ammo preservation is extremely helpful when ammo can be a serious concern in Ao100 and when you can use those inventory slots that would have been used on ammo on things like medkits to help keep you alive, especially if you're trying to get 100% kills, and Malicious Blades will be the only melee build that will still be powerful with the lack of any guaranteed melee weapon better than a [[Combat knife]], while you can argue smart and cautious play itself will keep you out of bad situations Intuition will help you avoid. That bit about melee means you can cross off [[Blademaster]] unless you're willing to gamble, as you're going to be really weak unless you're lucky enough to find a [[Chainsaw]], a [[Butcher's Cleaver]], or the [[Dragonslayer]] while being able to pick it up.<br />
<br />
So with all that in mind, your best choices for a master trait will be Malicious Blades, [[Gun Kata]], [[Sharpshooter]], [[Shottyhead]], Ammochain, [[Cateye]], and [[Scavenger]]. Another thing is if you don't care about 100% kills, you will probably want to start stair diving once you're sufficiently powerful enough to take on any encounter, in which case you should unquestionably choose a Scout as your class and whichever of the above recommended master traits available to Scouts, as you'll be able to see the stairs immediately upon entering each level and save you a ton of time in having to search for them with other classes. For one more final note, if you want to fight the [[Apostle]], you will have to be wielding the Dragonslayer and [[Berserker Armor]] when you make it to the final floor, and you cannot ever unequip the Dragonslayer once you pick it up, so if you intend to pick up the Dragonslayer if you find it to fight the Apostle, you should pick a master trait that doesn't block [[Brute]], which of the above recommended masters will cross off Gun Kata and Cateye. If that is your ultimate goal, a melee master isn't necessary, as while one of them would be obviously helpful while almost all the other master traits would be useless once you have the Dragonslayer equipped, the Dragonslayer is so powerful that with the permanent berserk it grants, having a melee master isn't really necessary and you can suffice with just Brute investment. So you can invest in another master to help you along the way when the Dragonslayer isn't remotely guaranteed to ever appear in Ao100, and still be ok to use it in the lucky case you do find it. If you really want a melee master with the Dragonslayer however, you should use Malicious Blades as pointed out before so you can still be powerful without relying on lucky drops.<br />
<br />
==The challenges of Ao100==<br />
When it comes to the actual gameplay of Ao100, you'll have to know that the game's difficulty curve doesn't level off once you reach dlevel 25; the danger level used in generation continues to rise as you get deeper and deeper, while nightmare enemies, elite formers, and most of the bosses will start showing up as normal enemies. This means as you get deeper and deeper, stronger and more dangerous enemies will appear, larger quantities of enemies will appear, and you'll be facing increasingly deadly [[level type]]s and events. Despite that however, the most difficult part of Ao100 will be the first 10-20 levels, and these will be the levels that will really test your ability to survive. With no special levels, you will be sorely lacking all that nice guaranteed loot you would have at equivalent dlevels in the main game, such as many mods, a very early [[Rocket Launcher]], the Chainsaw, the [[Red armor]], and the [[BFG 9000]]. The lack of special levels additionally means you will be a few levels lower at equivalent dlevels during this portion of the game. So lacking that guaranteed loot and those few extra trait levels, you'll be much weaker when stronger enemies like [[Baron]]s, [[Arachnotron]]s, and [[VMR]] start showing up, unless you get really lucky quickly. At this point in the game those nasty enemies will be extremely threatening, and you'll be at the mercy of the RNG's level generation; one bad level generated during the 5-20 dlevel range, especially on harder difficulties, and it's probably game over. Indeed, the vast majority of failed Ao100 runs end in this level range. So you will really want to kill everything and fully explore levels early on, getting as much experience, equipment, and items as you can. The faster you can get stronger, the better your chances will be of surviving this big hump. You should only leave levels prematurely at this point of the game if you get a really bad level generated like an Arachnotron Cave that you will have slim hopes of surviving if you stay, or otherwise have gotten yourself into a really nasty situation and will most certainly die if you don't get to the stairs ASAP to take a gamble with the next level giving you a reprieve. <br />
<br />
Assuming you killed everything and fully explored each level along the way, if you can survive to around dlevel 25, the game will start getting a lot easier. At that point your level will be around the normal game's endgame level, you should have good modded equipment and a couple Exotics/Uniques, a sufficient supply of [[Large medkit]]s among other useful items, and item generation will get really good. Additionally from this point, the next set of new enemies get introduced every 10 dlevels, giving you plenty of time to level more and improve equipment in preparation for them, while the only new thing that starts showing up in the 24-30 dlevel range (dependent on difficulty) is the [[Nightmare Imp]], who is outclassed by the [[Hell knight]]s you have long surpassed and is no real threat to you, thus giving you a big reprieve in the increasing danger climb when you reach this point. So once you get to this point of the game, the chance of each individual level being able to kill you drastically drops, and the main challenge to the game will be avoiding doing something fatally stupid over so many levels instead of fighting for your survival. Yeah you will eventually start having hordes of Barons, VMR, nightmare enemies, and most of the bosses everywhere, and the RNG is going to hand you some really unfair levels at some point (you thought Arachnotron caves were bad? How about a [[Nightmare Arachnotron]] cave). By the point you encounter such though, you'll be so overloaded with traits, overly powerful assembled equipment and modded Exotics, and Uniques, that even [[Cyberdemon]]s and [[Nightmare Arch-vile]]s as regular enemies will do little to faze you.<br />
<br />
If you don't care about 100% kills and want to finish Ao100 as soon as you can, you may be wondering at what point you can stop focusing on getting stronger and start stair diving without worry of running into something you're too weak and ill-equipped to handle. While around dlevel 25 may be the point the game starts getting a lot easier as explained, you shouldn't start stair diving just then, as while the normal elite enemies are no longer a big threat to you, you probably still won't be strong enough to handle large groups of them in conjunction with nightmare enemies and bosses, and can still easily get killed by getting spawned in something really nasty like a Nightmare Arachnotron cave. At what point you're reasonably strong enough to take on anything the game can hand you will be a judgment call on your part, but once you're at your potential or feel you're near, where any additional traits would be mostly superfluous and there's little more stuff you could find or do to farther improve your equipment, there's probably few situations that can be really threatening to your survival. Being a Scout with Intuition 2 will really help for stair diving and allow you to start comfortably doing it earlier. And of course if you get the Dragonslayer and Berserker Armor, you can probably start stair diving without worry unless you're really lacking in traits and could use some more.<br />
<br />
==Assemblies and miscellaneous tips==<br />
When it comes to stuff you should assemble, there's obviously the advanced and master assemblies of your build's primary weapons that you could have trouble getting in the normal game, when Whizkid, time, and mod investment is no longer a concern. For assemblies of particular note, there's the [[Tactical rocket launcher]], when with no guaranteed [[Missile launcher]], it'll be your way to procure a guaranteed clip rocket launcher, that is better than the Missile launcher anyway but held back in the normal game by the advanced assembly requirement. Then there's [[Cerberus boots]], where with 84 of the 100 levels being in Hell, you will be around lava ''a lot'' and having a way to walk through fluids with no damage whenever you want will be a tremendous help, as well as making you a lot more RNG resistant when having them will make the spawning of fluids become a big advantage to you instead of the detriment it usually is. [[Cerberus armor]] also merits special consideration, when in the normal game its steep mod requirements and probably lacking a good Exotic armor to make it out of makes it not so practical to make, while in Ao100 mod investment is again no concern and you'll probably eventually come across a good Exotic armor for its base. For one more note, once you get Whizkid 2, any basic assembly you made beforehand, like [[Tactical boots]] and [[Fireproof armor]], you should remake another of, as you'll be able to add an extra mod to any assembly you make after Whizkid 2 and thus farther improve your equipment, while any assembly you made before you got Whizkid 2 still cannot be modded at all. [[User:Omega Tyrant|Omega Tyrant]] ([[User talk:Omega Tyrant|talk]]) 15:50, 19 April 2017 (UTC)<br />
<br />
Another thing of note is that with Son of a Gun 5 (or SoG 4 and finesse 2) pistols shoot in 0.1 seconds. Adding to that the damage from SoG AND SoB, makes their damage potential unparalelled, no matter your master trait. Only a Firestorm Hyperblaster with Finesse 3 and SoB 5 beats the damage of a storm bolter combat pistol (31.5 vs 30.5 per 0.1), and that is without using dualgunner. Even a normal pistol will easily hit the upper echelons of damage while giving you the option of reacting to enemy action within 0.1 seconds. Given that a significant part of the overwhelming damage comes from the +5 damage of SoG and the extra damage from SoB, P moding your pistols isnt a big priority. A B3P2 pistol is thus extremely useful for its large ammo clip, since reloading will usually be the longest action you can take at this point of the game.<br />
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It is also worth pointing that while a Cerberus [[Phaseshift armor]] is usuallly a mediocre choice, it retains its set bonus when combined whith the [[Phaseshift Boots]], making it one of the few combinations that gives you fluid immunity and good damage resistances while not hampering your move speed seriously. Antigrav Phaseshift boots are of course ideal. The other combo is the inquisitor set, that provides lower torso resistances and no acid immunity but higher move speeds.<br />
[[User:Svankensen|Svankensen]]</div>Svankensenhttps://drl.chaosforge.org/wiki/Strategy:Cerberus_armorStrategy:Cerberus armor2018-12-08T17:27:21Z<p>Svankensen: </p>
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<div>{{infostrat switch}}<br />
<br />
==Overview==<br />
The Cerberus armor may have no armor value, but it carries a massive 70% resistance against fire and acid, and a still tremendous 50% resistance against plasma. Seasoned DoomRL players learn that resistances are a lot more valuable to damage reduction than sheer armor values, so don't balk at the Cerberus armor's 0 defense value. An [[Arch-vile]]'s attack that deals a whopping 20 damage with no protection, enough to three shot any class with no [[Ironman]] investment, will deal a rather palatable 6 damage when you have this armor on, only 1 more than you will take with a [[Fireproof armor|Fireproof red armor]]. But then not only would you be tremendously protected against fire, a [[Baron of hell]] wouldn't deal anymore than 6 damage against you at maximum and would usually be dealing around 3-4 damage, when the acid attacks of Barons are notoriously difficult to get good armor to defend against. Then against [[Arachnotron]]s, you'll be only sustaining 1 or 2 damage per hit when you would need armor with a defense value of 6 or more to get this same effect, and against plasma-dealing enemies with single strong hits, you'll see a lot more appreciation with this armor than with just pure defense, due to armor having half protection against plasma while resistances protect to their full value. So essentially with Cerberus Armor, you get an armor to well protect you against all the most dangerous enemies in the game that you would otherwise have a lot of difficulty in achieving.<br />
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The Cerberus Armor comes with a big drawback in its very heavy movespeed and knockback penalties of -30%. Such a big movement penalty would be the main reason you definitely don't want to ditch all your other armor, as you should be keeping a primary armor for moving around with much better movement, while you reserve this armor for when you're going to get into a big open firefight or otherwise heavily risk walking into the range of one of the aforementioned enemies. Another big potential drawback is that this armor has no innate bullet, shrapnel, and melee resistance, with it inheriting those resistances from whatever armor you used to make this assembly. So if you used an armor without any of those resistances, your Cerberus armor will end up giving you no protection against them. Bullets really don't matter either way when you'll rarely if ever be threatened by them, but with no Shrapnel defense you'll essentially be naked against [[Former sergeant]]s, whose shotguns are actually pretty threatening when you have no protection of any sort, and obviously you will get really hurt if you go into an enemy's melee range without any melee defense. This flaw can be fixed though as covered in the next section.<br />
<br />
==Which armor to use as a base==<br />
When it comes to your standard armors, the [[Green armor]] would actually be the best choice, since it does carry a meager 15% bullet and shrapnel resistance, while the [[Blue armor]] and [[Red armor]] have no such resistance against them nor melee. Now this pittance of bullet and shrapnel resistance is barely any better than nothing, so you shouldn't be using a Green over the much better Exotic armor options and only use it as a last resort if you can't get a good Exotic armor, but in that case it's not going to make a real difference over using a Blue or Red armor, so you shouldn't lug a Green around long after they're obsolete just for this possibility.<br />
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When it comes to the Exotic armors, you can immediately cross off the [[Energy-shielded vest]], which covers the same set of resistances of the Cerberus armor and can work better through conventional modding and other assemblies, and the [[Bullet-proof vest]], which just gives you a bullet resistance when you'll never be threatened by bullets unless you somehow get surrounded by a swarm of [[Former captain]]s. [[Phaseshift armor]] provides a decent 30% resistance to bullet/shrapnel/melee, buts its wonderful movement bonus would be lost if you made it Cerberus, which is the most useful and defining part of that armor, so it's strongly advised to not use it for this assembly. It is however worth pointing that if you have the [[Phaseshift boots]] too, a Cerberus assembly will still provide you with the fluid immunity, making this an effective combo in Angel of 100/666 games. [[Medical armor]] provides an ok 20% resistance to the three physical types, which won't give you amazing Cerberus armor, but can be considered the baseline for acceptable Cerberus bases; if you don't have any of the upcoming superior armors, it'll make a decent Cerberus armor that will give you some protection against melee unlike the Green armor. Plus it will still have its ability to regenerate your health up to 25%, as rarely useful as it is.<br />
<br />
[[Duelist armor]] provides a great 50% resistance against the physical trio, which will give you Cerberus armor that will make you take at least half damage against every damage source possible. However its +15% movement speed would be lost in the process, when the Duelist armor is one of the few armors in the game that improves your speed wearing it at base, while being decent armor at base on top of that. With that said, if you don't have the following three armors, and don't mind losing a movement-boosting armor, the Duelist armor will make a good base for this assembly, and the protection-for-movement tradeoff is a lot more favorable here than with the Phaseshift armor. The [[Ballistic vest]] also provides a 50% resistance against the physical trio, so it will result in the same exact Cerberus that the Duelist armor will result in. However with it having no movement bonus and having a lower armor rating than the Duelist armor, the Ballistic vest is the inferior armor by itself and would have nothing to offer you if you made Duelist Cerberus, while in the vice versa scenario the Duelist armor will still have its own use for movement while the Cerberus Ballistic will be just as effective. So in the scenario that you have both of them, turn the Ballistic vest Cerberus, and if you just have the Ballistic, it'll make a a great base while you'll lose nothing important by turning it Cerberus. <br />
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Now for the really good bases, there's [[Onyx armor]]. Onyx armor provides no resistances to add to Cerberus, giving you a baseline Cerberus armor. But one other aspect of this assembly that gets carried over is durability. Normally this doesn't matter as you just get 100% durability otherwise. But since the Onyx armor has infinite durability, the Cerberus armor you make out of it will also have infinite durability without you needing to use an [[Onyx mod]], which not only saves you a valuable Onyx mod if you have one but also saves you a mod slot for your Onyx Cerberus armor (which will be covered in a bit). With Onyx Cerberus you will never have to worry about Barons and Arachnotrons destroying your armor again. The other best choice for a base is [[Gothic armor]]; you get the great 50% physical resistances to the physical trio that Duelist armor and Ballistic vest give you, while the 200% durability is kept, so you get great protection against everything, on top of boosted durability. Additionally, using Gothic as a base means the Cerberus' set speed and knockback penalty are actually beneficial, as they're substantially better than the Gothic's, so making your Gothic armor Cerberus will give you a speed gain over twice as much as applying an [[Agility mod]] to the Gothic would. Making the Gothic Cerberus grants you a better result than every other possible base, while being an unquestionable improvement over the base armor itself.<br />
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If you're a Technician and happen to find it, the [[Cybernetic Armor]] is one more option. It comes with 50% resistance to the physical trio, so it's another possible option to get the coveted >=50% to all possible damage Cerberus armor, plus it already has the -30% speed and knockback penalities of Cerberus armor so it's no loss there. However its massive base protection of 7 is lost, and much more importantly, it's an armor that can never be unequipped while also featuring normal durability with no regeneration. Duelist, Ballistic, and Gothic Cerberus will provide just as much protection while being able to be unequipped if they get damaged, while the [[Nanofiber skin armor]] and [[Cybernano armor]] assemblies would be better options for an armor you can never unequip, as they still provide great protection while ensuring you won't have to ever worry about being trapped in a depleted armor. If you inadvertently put the Cybernetic armor on though as a Technician and don't have a Nano mod to make those assemblies, you might as well turn it Cerberus as resistances are still king and you'll be a lot more protected against the most dangerous enemies. Otherwise only use the Cybernetic as a base if you don't have any of the good Exotic armors to use and are really desperate for such strong protection over all else. If you decide to put on the Cybernetic to make it Cerberus, you probably will want to priortise putting on an Onyx or Nano mod to ensure durability won't be an issue.<br />
<br />
==Modding==<br />
Since you need [[Whizkid]] 2 to make Cerberus armor, you will be able to apply a single mod to it.<br />
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The [[Power mod]] is an obvious choice, as it raises the armor's natural defense of 0 to 2. When the resistances lower the damage dealt so much, this +2 armor can provide a big difference; e.g. with base Cerberus armor it will take an Arch-vile 9 hits to kill a Scout/Technician without any [[Ironman]] investment. With the armor P-modded, it'll take the Arch-vile 13 hits, increasing your armor's protection abilities over 40%. Plus if you made Cerberus with a base that provides no physical resistance, this will ensure you still will have some sort of protection against melee and Sergeants. <br />
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A Power mod is in stiff competition with an Agility mod however, as that Agility mod will make the movement speed penalty of the Cerberus armor a much more tolerable -15% (which for reference, is better than a base Red armor's -20%). For which mod to use, it depends on if your build values damage avoidance or damage tanking more, but the less melee resistance your Cerberus has, the better value the Power mod provides and helps cover up the gaping hole in your protection.<br />
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A [[Technical mod]] is useless when why would you want to increase the knockback penalty even more when it's already so stiff.<br />
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A [[Bulk mod]] is of questionable use, when your Cerberus should be able to easily last between [[Armor shard]]s and making its speed even worse really hurts. Don't even think about using up your only mod spot on a Bulk mod with the Gothic Cerberus; you'll have to be playing really really badly for 200% durability of Gothic Cerberus to not be enough on top of a Power or Agility mod. <br />
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A [[Nano mod]] will pretty much ensure your Cerberus will never face durability issues, but that Nano mod can probably be put to better use elsewhere.<br />
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A [[Onyx mod]] would make your Cerberus indestructible, but good Cerberus is pretty durable as is and you'll have to give up a really valuable Power or Agility mod boost for it. Might be more worth using it on another valuable but more fragile armor instead. And needless to say, it has no effect on Onyx Cerberus, and would be quite wasteful on a Gothic Cerberus. [[User:Omega Tyrant|Omega Tyrant]] ([[User talk:Omega Tyrant|talk]]) 18:23, 23 April 2017 (UTC)</div>Svankensenhttps://drl.chaosforge.org/wiki/Strategy:Angel_of_100Strategy:Angel of 1002018-12-03T16:56:42Z<p>Svankensen: /* Assemblies and miscellaneous tips */</p>
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<div>{{infostrat switch}}<br />
<br />
In Angel of 100, instead of a normal game, you have to play through 100 randomly generated levels to win, with all the special and named levels removed. A straightforward challenge.<br />
<br />
==Optimal traits==<br />
When it comes to what master trait you should go for, first thing to consider is that you're going to want to pick up [[Whizkid]]. With 100 levels, you're going to come across a ton of mods and Exotics, and have forever to reach your potential, so you'll be really handicapping yourself for later in the game if you don't take advantage of Whizkid to get all that wonderfully powerful equipment. So that means you can cross off picking [[Army of the Dead]], [[Entrenchment]], and [[Gunrunner]]. Second, you will want [[Hellrunner]], as besides movement speed and dodging being really useful in itself, you will come across [[level event]]s like floods and armed nukes that will require you leave or complete the level ASAP or die, not to mention with 100 levels you're eventually going to get put into really unfavorable situations where movement speed will be your best friend to get out of it. Plus if you decide to start stair diving, movement speed will again be your best friend. So with Hellrunner in mind, you can additionally cross off [[Vampyre]], [[Bullet Dance]], and [[Survivalist]] for your master trait to choose. Then [[Intuition]] will be extremely helpful for keeping you alive and out of bad situations when you're playing 100 levels, so with Intuition desired, that will cross off [[Malicious Blades]], [[Fireangel]], and [[Ammochain]]. This one however isn't quite as clear cut; Ammochain's ammo preservation is extremely helpful when ammo can be a serious concern in Ao100 and when you can use those inventory slots that would have been used on ammo on things like medkits to help keep you alive, especially if you're trying to get 100% kills, and Malicious Blades will be the only melee build that will still be powerful with the lack of any guaranteed melee weapon better than a [[Combat knife]], while you can argue smart and cautious play itself will keep you out of bad situations Intuition will help you avoid. That bit about melee means you can cross off [[Blademaster]] unless you're willing to gamble, as you're going to be really weak unless you're lucky enough to find a [[Chainsaw]], a [[Butcher's Cleaver]], or the [[Dragonslayer]] while being able to pick it up.<br />
<br />
So with all that in mind, your best choices for a master trait will be Malicious Blades, [[Gun Kata]], [[Sharpshooter]], [[Shottyhead]], Ammochain, [[Cateye]], and [[Scavenger]]. Another thing is if you don't care about 100% kills, you will probably want to start stair diving once you're sufficiently powerful enough to take on any encounter, in which case you should unquestionably choose a Scout as your class and whichever of the above recommended master traits available to Scouts, as you'll be able to see the stairs immediately upon entering each level and save you a ton of time in having to search for them with other classes. For one more final note, if you want to fight the [[Apostle]], you will have to be wielding the Dragonslayer and [[Berserker Armor]] when you make it to the final floor, and you cannot ever unequip the Dragonslayer once you pick it up, so if you intend to pick up the Dragonslayer if you find it to fight the Apostle, you should pick a master trait that doesn't block [[Brute]], which of the above recommended masters will cross off Gun Kata and Cateye. If that is your ultimate goal, a melee master isn't necessary, as while one of them would be obviously helpful while almost all the other master traits would be useless once you have the Dragonslayer equipped, the Dragonslayer is so powerful that with the permanent berserk it grants, having a melee master isn't really necessary and you can suffice with just Brute investment. So you can invest in another master to help you along the way when the Dragonslayer isn't remotely guaranteed to ever appear in Ao100, and still be ok to use it in the lucky case you do find it. If you really want a melee master with the Dragonslayer however, you should use Malicious Blades as pointed out before so you can still be powerful without relying on lucky drops.<br />
<br />
==The challenges of Ao100==<br />
When it comes to the actual gameplay of Ao100, you'll have to know that the game's difficulty curve doesn't level off once you reach dlevel 25; the danger level used in generation continues to rise as you get deeper and deeper, while nightmare enemies, elite formers, and most of the bosses will start showing up as normal enemies. This means as you get deeper and deeper, stronger and more dangerous enemies will appear, larger quantities of enemies will appear, and you'll be facing increasingly deadly [[level type]]s and events. Despite that however, the most difficult part of Ao100 will be the first 10-20 levels, and these will be the levels that will really test your ability to survive. With no special levels, you will be sorely lacking all that nice guaranteed loot you would have at equivalent dlevels in the main game, such as many mods, a very early [[Rocket Launcher]], the Chainsaw, the [[Red armor]], and the [[BFG 9000]]. The lack of special levels additionally means you will be a few levels lower at equivalent dlevels during this portion of the game. So lacking that guaranteed loot and those few extra trait levels, you'll be much weaker when stronger enemies like [[Baron]]s, [[Arachnotron]]s, and [[VMR]] start showing up, unless you get really lucky quickly. At this point in the game those nasty enemies will be extremely threatening, and you'll be at the mercy of the RNG's level generation; one bad level generated during the 5-20 dlevel range, especially on harder difficulties, and it's probably game over. Indeed, the vast majority of failed Ao100 runs end in this level range. So you will really want to kill everything and fully explore levels early on, getting as much experience, equipment, and items as you can. The faster you can get stronger, the better your chances will be of surviving this big hump. You should only leave levels prematurely at this point of the game if you get a really bad level generated like an Arachnotron Cave that you will have slim hopes of surviving if you stay, or otherwise have gotten yourself into a really nasty situation and will most certainly die if you don't get to the stairs ASAP to take a gamble with the next level giving you a reprieve. <br />
<br />
Assuming you killed everything and fully explored each level along the way, if you can survive to around dlevel 25, the game will start getting a lot easier. At that point your level will be around the normal game's endgame level, you should have good modded equipment and a couple Exotics/Uniques, a sufficient supply of [[Large medkit]]s among other useful items, and item generation will get really good. Additionally from this point, the next set of new enemies get introduced every 10 dlevels, giving you plenty of time to level more and improve equipment in preparation for them, while the only new thing that starts showing up in the 24-30 dlevel range (dependent on difficulty) is the [[Nightmare Imp]], who is outclassed by the [[Hell knight]]s you have long surpassed and is no real threat to you, thus giving you a big reprieve in the increasing danger climb when you reach this point. So once you get to this point of the game, the chance of each individual level being able to kill you drastically drops, and the main challenge to the game will be avoiding doing something fatally stupid over so many levels instead of fighting for your survival. Yeah you will eventually start having hordes of Barons, VMR, nightmare enemies, and most of the bosses everywhere, and the RNG is going to hand you some really unfair levels at some point (you thought Arachnotron caves were bad? How about a [[Nightmare Arachnotron]] cave). By the point you encounter such though, you'll be so overloaded with traits, overly powerful assembled equipment and modded Exotics, and Uniques, that even [[Cyberdemon]]s and [[Nightmare Arch-vile]]s as regular enemies will do little to faze you.<br />
<br />
If you don't care about 100% kills and want to finish Ao100 as soon as you can, you may be wondering at what point you can stop focusing on getting stronger and start stair diving without worry of running into something you're too weak and ill-equipped to handle. While around dlevel 25 may be the point the game starts getting a lot easier as explained, you shouldn't start stair diving just then, as while the normal elite enemies are no longer a big threat to you, you probably still won't be strong enough to handle large groups of them in conjunction with nightmare enemies and bosses, and can still easily get killed by getting spawned in something really nasty like a Nightmare Arachnotron cave. At what point you're reasonably strong enough to take on anything the game can hand you will be a judgment call on your part, but once you're at your potential or feel you're near, where any additional traits would be mostly superfluous and there's little more stuff you could find or do to farther improve your equipment, there's probably few situations that can be really threatening to your survival. Being a Scout with Intuition 2 will really help for stair diving and allow you to start comfortably doing it earlier. And of course if you get the Dragonslayer and Berserker Armor, you can probably start stair diving without worry unless you're really lacking in traits and could use some more.<br />
<br />
==Assemblies and miscellaneous tips==<br />
When it comes to stuff you should assemble, there's obviously the advanced and master assemblies of your build's primary weapons that you could have trouble getting in the normal game, when Whizkid, time, and mod investment is no longer a concern. For assemblies of particular note, there's the [[Tactical rocket launcher]], when with no guaranteed [[Missile launcher]], it'll be your way to procure a guaranteed clip rocket launcher, that is better than the Missile launcher anyway but held back in the normal game by the advanced assembly requirement. Then there's [[Cerberus boots]], where with 84 of the 100 levels being in Hell, you will be around lava ''a lot'' and having a way to walk through fluids with no damage whenever you want will be a tremendous help, as well as making you a lot more RNG resistant when having them will make the spawning of fluids become a big advantage to you instead of the detriment it usually is. [[Cerberus armor]] also merits special consideration, when in the normal game its steep mod requirements and probably lacking a good Exotic armor to make it out of makes it not so practical to make, while in Ao100 mod investment is again no concern and you'll probably eventually come across a good Exotic armor for its base. For one more note, once you get Whizkid 2, any basic assembly you made beforehand, like [[Tactical boots]] and [[Fireproof armor]], you should remake another of, as you'll be able to add an extra mod to any assembly you make after Whizkid 2 and thus farther improve your equipment, while any assembly you made before you got Whizkid 2 still cannot be modded at all. [[User:Omega Tyrant|Omega Tyrant]] ([[User talk:Omega Tyrant|talk]]) 15:50, 19 April 2017 (UTC)<br />
<br />
Another thing of note is that with Son of a Gun 5 (or SoG 4 and finesse 2) pistols shoot in 0.1 seconds. Adding to that the damage from SoG AND SoB, makes their damage potential unparalelled, no matter your master trait. Only a Firestorm Hyperblaster with Finesse 3 and SoB 5 beats the damage of a storm bolter combat pistol (31.5 vs 30.5 per 0.1), and that is without using dualgunner. Even a normal pistol will easily hit the upper echelons of damage while giving you the option of reacting to enemy action within 0.1 seconds. Given that a significant part of the overwhelming damage comes from the +5 damage of SoG and the extra damage from SoB, P moding your pistols isnt a big priority. A B3P2 pistol is thus extremely useful for its large ammo clip, since reloading will usually be the longest action you can take at this point of the game. [[User:Svankensen|Svankensen]]</div>Svankensenhttps://drl.chaosforge.org/wiki/Strategy:Angel_of_100Strategy:Angel of 1002018-12-03T16:56:17Z<p>Svankensen: /* Assemblies and miscellaneous tips */</p>
<hr />
<div>{{infostrat switch}}<br />
<br />
In Angel of 100, instead of a normal game, you have to play through 100 randomly generated levels to win, with all the special and named levels removed. A straightforward challenge.<br />
<br />
==Optimal traits==<br />
When it comes to what master trait you should go for, first thing to consider is that you're going to want to pick up [[Whizkid]]. With 100 levels, you're going to come across a ton of mods and Exotics, and have forever to reach your potential, so you'll be really handicapping yourself for later in the game if you don't take advantage of Whizkid to get all that wonderfully powerful equipment. So that means you can cross off picking [[Army of the Dead]], [[Entrenchment]], and [[Gunrunner]]. Second, you will want [[Hellrunner]], as besides movement speed and dodging being really useful in itself, you will come across [[level event]]s like floods and armed nukes that will require you leave or complete the level ASAP or die, not to mention with 100 levels you're eventually going to get put into really unfavorable situations where movement speed will be your best friend to get out of it. Plus if you decide to start stair diving, movement speed will again be your best friend. So with Hellrunner in mind, you can additionally cross off [[Vampyre]], [[Bullet Dance]], and [[Survivalist]] for your master trait to choose. Then [[Intuition]] will be extremely helpful for keeping you alive and out of bad situations when you're playing 100 levels, so with Intuition desired, that will cross off [[Malicious Blades]], [[Fireangel]], and [[Ammochain]]. This one however isn't quite as clear cut; Ammochain's ammo preservation is extremely helpful when ammo can be a serious concern in Ao100 and when you can use those inventory slots that would have been used on ammo on things like medkits to help keep you alive, especially if you're trying to get 100% kills, and Malicious Blades will be the only melee build that will still be powerful with the lack of any guaranteed melee weapon better than a [[Combat knife]], while you can argue smart and cautious play itself will keep you out of bad situations Intuition will help you avoid. That bit about melee means you can cross off [[Blademaster]] unless you're willing to gamble, as you're going to be really weak unless you're lucky enough to find a [[Chainsaw]], a [[Butcher's Cleaver]], or the [[Dragonslayer]] while being able to pick it up.<br />
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So with all that in mind, your best choices for a master trait will be Malicious Blades, [[Gun Kata]], [[Sharpshooter]], [[Shottyhead]], Ammochain, [[Cateye]], and [[Scavenger]]. Another thing is if you don't care about 100% kills, you will probably want to start stair diving once you're sufficiently powerful enough to take on any encounter, in which case you should unquestionably choose a Scout as your class and whichever of the above recommended master traits available to Scouts, as you'll be able to see the stairs immediately upon entering each level and save you a ton of time in having to search for them with other classes. For one more final note, if you want to fight the [[Apostle]], you will have to be wielding the Dragonslayer and [[Berserker Armor]] when you make it to the final floor, and you cannot ever unequip the Dragonslayer once you pick it up, so if you intend to pick up the Dragonslayer if you find it to fight the Apostle, you should pick a master trait that doesn't block [[Brute]], which of the above recommended masters will cross off Gun Kata and Cateye. If that is your ultimate goal, a melee master isn't necessary, as while one of them would be obviously helpful while almost all the other master traits would be useless once you have the Dragonslayer equipped, the Dragonslayer is so powerful that with the permanent berserk it grants, having a melee master isn't really necessary and you can suffice with just Brute investment. So you can invest in another master to help you along the way when the Dragonslayer isn't remotely guaranteed to ever appear in Ao100, and still be ok to use it in the lucky case you do find it. If you really want a melee master with the Dragonslayer however, you should use Malicious Blades as pointed out before so you can still be powerful without relying on lucky drops.<br />
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==The challenges of Ao100==<br />
When it comes to the actual gameplay of Ao100, you'll have to know that the game's difficulty curve doesn't level off once you reach dlevel 25; the danger level used in generation continues to rise as you get deeper and deeper, while nightmare enemies, elite formers, and most of the bosses will start showing up as normal enemies. This means as you get deeper and deeper, stronger and more dangerous enemies will appear, larger quantities of enemies will appear, and you'll be facing increasingly deadly [[level type]]s and events. Despite that however, the most difficult part of Ao100 will be the first 10-20 levels, and these will be the levels that will really test your ability to survive. With no special levels, you will be sorely lacking all that nice guaranteed loot you would have at equivalent dlevels in the main game, such as many mods, a very early [[Rocket Launcher]], the Chainsaw, the [[Red armor]], and the [[BFG 9000]]. The lack of special levels additionally means you will be a few levels lower at equivalent dlevels during this portion of the game. So lacking that guaranteed loot and those few extra trait levels, you'll be much weaker when stronger enemies like [[Baron]]s, [[Arachnotron]]s, and [[VMR]] start showing up, unless you get really lucky quickly. At this point in the game those nasty enemies will be extremely threatening, and you'll be at the mercy of the RNG's level generation; one bad level generated during the 5-20 dlevel range, especially on harder difficulties, and it's probably game over. Indeed, the vast majority of failed Ao100 runs end in this level range. So you will really want to kill everything and fully explore levels early on, getting as much experience, equipment, and items as you can. The faster you can get stronger, the better your chances will be of surviving this big hump. You should only leave levels prematurely at this point of the game if you get a really bad level generated like an Arachnotron Cave that you will have slim hopes of surviving if you stay, or otherwise have gotten yourself into a really nasty situation and will most certainly die if you don't get to the stairs ASAP to take a gamble with the next level giving you a reprieve. <br />
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Assuming you killed everything and fully explored each level along the way, if you can survive to around dlevel 25, the game will start getting a lot easier. At that point your level will be around the normal game's endgame level, you should have good modded equipment and a couple Exotics/Uniques, a sufficient supply of [[Large medkit]]s among other useful items, and item generation will get really good. Additionally from this point, the next set of new enemies get introduced every 10 dlevels, giving you plenty of time to level more and improve equipment in preparation for them, while the only new thing that starts showing up in the 24-30 dlevel range (dependent on difficulty) is the [[Nightmare Imp]], who is outclassed by the [[Hell knight]]s you have long surpassed and is no real threat to you, thus giving you a big reprieve in the increasing danger climb when you reach this point. So once you get to this point of the game, the chance of each individual level being able to kill you drastically drops, and the main challenge to the game will be avoiding doing something fatally stupid over so many levels instead of fighting for your survival. Yeah you will eventually start having hordes of Barons, VMR, nightmare enemies, and most of the bosses everywhere, and the RNG is going to hand you some really unfair levels at some point (you thought Arachnotron caves were bad? How about a [[Nightmare Arachnotron]] cave). By the point you encounter such though, you'll be so overloaded with traits, overly powerful assembled equipment and modded Exotics, and Uniques, that even [[Cyberdemon]]s and [[Nightmare Arch-vile]]s as regular enemies will do little to faze you.<br />
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If you don't care about 100% kills and want to finish Ao100 as soon as you can, you may be wondering at what point you can stop focusing on getting stronger and start stair diving without worry of running into something you're too weak and ill-equipped to handle. While around dlevel 25 may be the point the game starts getting a lot easier as explained, you shouldn't start stair diving just then, as while the normal elite enemies are no longer a big threat to you, you probably still won't be strong enough to handle large groups of them in conjunction with nightmare enemies and bosses, and can still easily get killed by getting spawned in something really nasty like a Nightmare Arachnotron cave. At what point you're reasonably strong enough to take on anything the game can hand you will be a judgment call on your part, but once you're at your potential or feel you're near, where any additional traits would be mostly superfluous and there's little more stuff you could find or do to farther improve your equipment, there's probably few situations that can be really threatening to your survival. Being a Scout with Intuition 2 will really help for stair diving and allow you to start comfortably doing it earlier. And of course if you get the Dragonslayer and Berserker Armor, you can probably start stair diving without worry unless you're really lacking in traits and could use some more.<br />
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==Assemblies and miscellaneous tips==<br />
When it comes to stuff you should assemble, there's obviously the advanced and master assemblies of your build's primary weapons that you could have trouble getting in the normal game, when Whizkid, time, and mod investment is no longer a concern. For assemblies of particular note, there's the [[Tactical rocket launcher]], when with no guaranteed [[Missile launcher]], it'll be your way to procure a guaranteed clip rocket launcher, that is better than the Missile launcher anyway but held back in the normal game by the advanced assembly requirement. Then there's [[Cerberus boots]], where with 84 of the 100 levels being in Hell, you will be around lava ''a lot'' and having a way to walk through fluids with no damage whenever you want will be a tremendous help, as well as making you a lot more RNG resistant when having them will make the spawning of fluids become a big advantage to you instead of the detriment it usually is. [[Cerberus armor]] also merits special consideration, when in the normal game its steep mod requirements and probably lacking a good Exotic armor to make it out of makes it not so practical to make, while in Ao100 mod investment is again no concern and you'll probably eventually come across a good Exotic armor for its base. For one more note, once you get Whizkid 2, any basic assembly you made beforehand, like [[Tactical boots]] and [[Fireproof armor]], you should remake another of, as you'll be able to add an extra mod to any assembly you make after Whizkid 2 and thus farther improve your equipment, while any assembly you made before you got Whizkid 2 still cannot be modded at all. [[User:Omega Tyrant|Omega Tyrant]] ([[User talk:Omega Tyrant|talk]]) 15:50, 19 April 2017 (UTC)<br />
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Another thing of note is that with Son of a Gun 5 (or SoG 4 and finesse 2) pistols shoot in 0.1 seconds. Adding to that the damage from SoG AND SoB, makes their damage potential unparalelled, no matter your master trait. Only a Firestorm Hyperblaster with Finesse 3 and SoB 5 beats the damage of a storm bolter combat pistol (31.5 vs 30.5 per 0.1), and that is without using dualgunner. Even a normal pistol will easily hit the upper echelons of damage while giving you the option of reacting to enemy action within 0.1 seconds. Given that a significant part of the overwhelming damage comes from the +5 damage of SoG and the extra damage from SoB, P moding your pistols isnt a big priority. A B3P2 pistol is thus extremely useful for its large ammo clip, since reloading will usually be the longest action you can take at this point of the game. [[User:Svankensen|Svankensen]</div>Svankensenhttps://drl.chaosforge.org/wiki/Strategy:Phobos_AnomalyStrategy:Phobos Anomaly2018-11-26T23:42:39Z<p>Svankensen: </p>
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<div>A single rocket jump can land you safely in the entrance room, avoiding the worst of the ambush. A tactical or combat shotgun can easily kill the bruiser brothers with proper corner shooting. If you have a shell box there is no risk at all of the brothers damaging you even with a plain shotgun. [[User:Svankensen|Svankensen]]</div>Svankensenhttps://drl.chaosforge.org/wiki/Strategy:Rocket_launcherStrategy:Rocket launcher2018-11-26T23:41:50Z<p>Svankensen: /* Special Levels */</p>
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<div>__NOTOC__<br />
{{infostrat switch}}<br />
== Main Guide (v0.9.9.4) ==<br />
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=== Version Changes (v0.9.9.5) ===<br />
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Nothing significant to the weapon itself.<br />
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=== General Tactics ===<br />
Base strategy posted by [[User:GrimmC|GrimmC]] 16:00, November 15 2011 (GMT).<br />
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The rocket launcher is the type of weapon that either works fantastically or utterly fails. Its main feature, a radius 4 explosion, can also be its biggest drawback. Players will often hesitate to use the launcher for fear of damaging themselves or destroying a nifty item--which does, in fact, happen often enough. The explosions reach farther than one might expect and tend to zap items you thought were safe. Additionally, its damage output also puts it in a somewhat strange place, as it is overkill for early enemies, yet not powerful enough to quickly kill mid- or late-game enemies. Nonetheless, with some tweaking, the rocket launcher can become an excellent secondary weapon for any build.<br />
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There are two main situations where the launcher is useful: hitting clusters of enemies, or knocking enemies (usually just one) outside of your vision range. Since the Shotgun is also an area of effect weapon, in the first situation, you'll use the rocket launcher mainly against medium-strength or greater enemies. If you're not careful, this could backfire and propel a dangerous enemy closer to you. This will happen when the source of the explosion is behind the enemy, but it's somewhat unpredictable. In the second scenario, the knockback from the explosion can keep dangerous enemies such as Viles or Mancubi out of striking range. But without modification, this will often fail.<br />
*Dealing knockback is an effective way to keep enemies out of your range most of the time; you simply shoot them, reload, and shoot them again when they enter back into your vision range until they die. As a bonus, you might be able to use the knockback to send the enemy into lava or acid to deal even more damage to it. This generally works well as long as you have only one enemy to worry about. [[User:Matt_S|Matt_S]] 5:22, November 10 2011 (GMT)<br />
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The rocket launcher has two main flaws. The first is accuracy. +4 accuracy is pretty good, but most people will want to use the launcher at a distance where the explosion won't also harm you. (Unless you're playing a Fireangel build.) Yet even at a distance of 5-6 squares, the launcher completely misses often enough for it to be a problem. Typically these rockets fly on, perhaps hitting other enemies but also perhaps blowing up a useful item. Trying to hit an enemy at the edge of your vision range can result in 3-4 misses in a row if the RNG is feeling spiteful.<br />
*The rocket launcher has a decent accuracy bonus, but missing enemies is always a possibility, and it will happen eventually. If you want to shoot at a crowd of enemies, you should try to aim your shot so that it can potentially hit a second enemy if it misses the first. Alternately, if there is a wall close to the enemy, you might consider shooting the wall to guarantee that the enemy gets caught in the explosion, but you should be careful about the explosion potentially knocking the enemy closer to you. [[User:Matt_S|Matt_S]] 5:22, November 10 2011 (GMT)<br />
*It's advisable to take a level or two in Eagle Eye, if possible, because missing with the rocket launcher can be quite hazardous; it leaves you vulnerable for a couple of seconds while you reload, and there's also the possibility that, if the rocket strikes a wall or enemy behind the one you're shooting at, the explosion could propel the enemy you were shooting at closer to you! Ideally, you want to hit your enemies when they're at the edge of your visual range so that the knockback from the explosion pushes them far enough away to give you enough time to reload before they can return fire. This way, you can hit them with rocket after rocket, and they won't be able to hit you back. [[User:Tormuse|Tormuse]] 20:45, November 14 2011 (GMT)<br />
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The other problem is reload speed. With 1.5s reload, the more dangerous enemies will act twice before you finish. Even if you've pushed them beyond your vision range, there's a good chance they'll walk back in and attack, especially if you miss.<br />
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Both of these problems can be solved by assembling the [[micro launcher]]. With +7 accuracy and 0.8s reload and fire time, all of the previous problems are solved. Though you lose some damage and explosion radius, the micro launcher plays to the launcher's best strengths. You may even find it the most effective launcher, since the reduced explosion radius makes it less likely to trigger barrels or destroy items. However, this will necessitate carrying more rockets. The other option is assembling a [[tactical rocket launcher]]. It has five shots in a clip, but no improvements to accuracy. You may also have trouble finding enough mods for the assembly.<br />
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Finally, there are some miscellaneous uses of the launcher worth mentioning. You can rocketjump with the altfire. Damage is reduced, doing around 10-12 points damage with no armor, 5-7 with blue. The knockback will propel about the distance of your viewing range or better. This can be used to escape dangerous enemies when there's no cover. (The [[Bruiser brother]]s fight is a prime example.) WARNING: If you rocketjump next to a wall, you will just blow yourself up instead.<br />
*There are some circumstances when it could save your life, such as when you're surrounded by Mancubi and Arch-Viles and similarly dangerous enemies and the relatively minor damage from the rocket jump is preferable to the barrage you would receive from them. I have also, on one occasion, used it to destroy a corpse I wanted to get rid of in a Nightmare game; the corpse wasn't near any walls that I could explode a rocket against, so rocket jump was the only way to do it. I've also heard a tale of someone who used it in an Angel of Red Alert game to accelerate around the map faster and save time. There are a number of creative ways to use it, so don't neglect it completely. [[User:Tormuse|Tormuse]] 20:45, November 14 2011 (GMT)<br />
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One of the best ways to use the launcher is by blowing up walls to make your own path. This can often be used to bypass otherwise unavoidable rivers/pools of lava in the late-game. This can also be used occasionally to get the drop on enemies. (Or dodge them.) In [[Angel of Red Alert]], you can create shortcuts to reach the stairs if you are short on time. <br />
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Lastly, the rocket launcher deals fire damage, which is the best way to gib corpses. This is significant wherever Archviles are present, as it prevents them from resurrecting dead enemies.<br />
*Destroying corpses becomes extremely important during Nightmare difficulty as well. [[User:Tormuse|Tormuse]] 20:45, November 14 2011 (GMT)<br />
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On the whole, the rocket launcher is an excellent secondary weapon for any build. It just needs a little bit of work to make it reliable. Even with a Whizkid-blocked build, there is always some way to overcome the combined weaknesses of your build+the launcher. You should carry at least one stack of rockets, 2-3 if you really make use of it. With a rapid-fire build, it can even replace your shotgun with proper modding. Of course, if your traits naturally make up for the launcher's weak areas, you can use it right from the door. But modding in this direction will only make it more efficient.<br />
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The rocket launcher is undoubtedly one of the stronger weapons in your arsenal, but it won't always be worth the inventory space: without the backpack, you can only hold 10 rockets in an inventory space, and that space might be better used holding a large medkit or something. Carrying two or three stacks of rockets will probably be plenty as long as you don't rely too heavily on it - it is best saved for emergencies anyways. The only unfortunate thing is that revenants and mancubi are some of the enemies most deserving of rockets to the face, but they drop rockets when killed that would then be destroyed by your rocket explosion. A rocket box is definitely worth holding on to to go with your rocket launcher, because it can allow you to quickly reload, covering for the rocket launcher's main weak point of being a single shot weapon with a fairly long reload time.<br />
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=== Special Levels ===<br />
If you try to clear The Wall, you will need a rocket launcher, which you can get by clearing Hell's Arena in normal games and most challenges. Clearing The Wall also gives you a missile launcher, which is like a rocket launcher that can hold four rockets, reloads a little quicker, fires a bit faster, and is more accurate, but has a smaller explosion and can't be used to rocket jump (a maneuver I can't give advice about because I've never used it). Unless you have a particular plan that involves the rocket launcher, ditching it for the missile launcher is recommended. Similar strategies apply for the missile launcher. [[User:Matt_S|Matt_S]] 5:22, November 10 2011 (GMT)<br />
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In the Phobos Anomaly, a single Rocket Jump can land you safely in the entrance room, avoiding the worst of the ambush. [[User:Svankensen|Svankensen]]</div>Svankensenhttps://drl.chaosforge.org/wiki/Strategy:Phobos_AnomalyStrategy:Phobos Anomaly2018-11-26T23:38:58Z<p>Svankensen: </p>
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<div>A single rocket jump can land you safely in the entrance room, avoiding the worst of the ambush. A tactical or combat shotgun can easily kill the bruiser brothers with proper corner shooting. If you have a shell box there is no risk at all of the brothers damaging you even with a plain shotgun. -Svankensen</div>Svankensenhttps://drl.chaosforge.org/wiki/Strategy:Phobos_AnomalyStrategy:Phobos Anomaly2018-11-26T23:38:13Z<p>Svankensen: Created page with "A single rocket jump can land you safely in the entrance room, avoiding the worst of the ambush. A tactical or combat shotgun can easily kill the bruiser brothers with proper ..."</p>
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<div>A single rocket jump can land you safely in the entrance room, avoiding the worst of the ambush. A tactical or combat shotgun can easily kill the bruiser brothers with proper corner shooting. If you have a shell box there is no risk at all of the brothers damaging you even with a plain shotgun.</div>Svankensen