Difference between revisions of "Dodging"
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| Game Hunter  (Talk | contribs) m (quick fixes on blast radii) | Shark20061  (Talk | contribs)   (Added extra source of dodge bonus (Tac Armor/Boots) and grouped all bonuses together.) | ||
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| Monsters have a chance of targeting your previous position instead of your current one. The chance of an enemy firing wrong in this way is computed as follows: | Monsters have a chance of targeting your previous position instead of your current one. The chance of an enemy firing wrong in this way is computed as follows: | ||
| − | (initial chance) + (distance chance)*(distance) + ( | + | (initial chance) + (distance chance)*(distance) + (dodge bonus) | 
| − | + | Three things grant dodge bonus: | |
| + | |||
| + | *The [[hellrunner]] trait adds 15 to your dodge bonus for each rank. | ||
| + | *The assemblies [[Tactical armor]] and [[tactical boots]] add 10 each. | ||
| + | *While running, you have a 20 point bonus.   | ||
| + | |||
| + | This is capped at 95%. If you have [[Dodgemaster]], you always dodge the first projectile per monster per attack. For initial and distance chance, refer to the table below. | ||
| {| | {| | ||
Revision as of 10:20, 6 March 2012
| Game Data | Strategy | 
Monsters have a chance of targeting your previous position instead of your current one. The chance of an enemy firing wrong in this way is computed as follows:
(initial chance) + (distance chance)*(distance) + (dodge bonus)
Three things grant dodge bonus:
- The hellrunner trait adds 15 to your dodge bonus for each rank.
- The assemblies Tactical armor and tactical boots add 10 each.
- While running, you have a 20 point bonus.
This is capped at 95%. If you have Dodgemaster, you always dodge the first projectile per monster per attack. For initial and distance chance, refer to the table below.
| Attack type | Initial chance (%) | Distance chance (%) | 
|---|---|---|
| pistol/chaingun | 10 | 3 | 
| rocket launcher1(4) | 30 | 5 | 
| plasma rifle | 30 | 3 | 
| fireball1(1) (Imp) | 50 | 5 | 
| plasma ball1(1) (Cacodemon) | 50 | 4 | 
| acid ball1(1) (hell knight) | 50 | 5 | 
| acid ball1(2) (baron of hell) | 50 | 3 | 
| plasma burst (Arachnotron) | 20 | 4 | 
| homing rocket1(1) ,2 (Revenant) | 30 | 6 | 
| flame wall1(1) ,2 (Arch-vile) | 10 | 10 | 
| flame burst1(2) (Mancubus) | 100 | N/A | 
1: Attack causes splash (radius indicated in parentheses)
2: Attack always lands on targeted tile
Comments:
- If you're moving parallel to the monster's line of fire, none of this matters and the chance of getting hit will depend only on the monster's to-hit chance.
- Mancubi fire three shots: one to each side and directly toward you. The side shots are typically fired in such a way that dodging is often impossible, given that the shots tend to hit anything in their path.
- Revenants and Arch-viles, with the potent combination of homing and splash, are basically guaranteed to damage you. The only means of truly avoiding these attacks is to have the Fireangel master trait.

