Difference between revisions of "Nightmare arch-vile"
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Omega Tyrant (Talk | contribs) (his page completely lacked information on how its attack works, so added it) |
Omega Tyrant (Talk | contribs) (updated for 0.9.9.8 changes and other corrections) |
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monster_acc=+4 melee, N/A ranged (see below)| | monster_acc=+4 melee, N/A ranged (see below)| | ||
monster_melee=1d3+8 = 9-11 = 10 avg| | monster_melee=1d3+8 = 9-11 = 10 avg| | ||
− | monster_projectile= | + | monster_projectile=20d1 = 20 (always): [[damage type#plasm|plasma damage]], [[explosions|radius]] 1| |
monster_speed = 180%| | monster_speed = 180%| | ||
monster_dlvl=90+| | monster_dlvl=90+| | ||
Line 15: | Line 15: | ||
monster_doors=Yes| | monster_doors=Yes| | ||
monster_atkchance=60| | monster_atkchance=60| | ||
− | monster_abilities=The Nightmare Arch-vile's attack always hits its targeted tile. Resurrects dead monsters in its [[vision]] ( | + | monster_abilities=The Nightmare Arch-vile's attack always hits its targeted tile, and it takes no damage from its own attack. Resurrects dead monsters in its [[vision]] (25% chance per action). Resurrected monsters take 4.0 game seconds to "activate", or become active in combat or other actions. Nightmare Arch-viles are additionally immune to damaging [[fluids]].| |
monster_description=''Oh God... *WHY* do they come in the nightmare version too?''| | monster_description=''Oh God... *WHY* do they come in the nightmare version too?''| | ||
− | monster_other=Avoids player as much as possible, but will use its melee attack when in range. | + | monster_other=Avoids player as much as possible, but will use its melee attack when in range. It will run through any fluid. |
+ | |||
+ | When a Nightmare Arch-vile attacks, it'll enter a unique state where it "raises its arms", and if the player is still in its vision after 1.389 [[seconds]] passes (rounded to 1.3 or 1.4 depending on how its [[Fractional Time]] works out), its attack will hit the tile the player is on (or was last on if a successful [[dodge]] is executed). If the player moves out of its vision before the attack completes, its attack will target the tile it last saw the player on. If the player is out of its vision and the Nightmare Arch-vile is damaged before it completes its attack, it will cancel its attack.}} |
Latest revision as of 04:28, 7 August 2024
Game Data | Strategy |
Nightmare arch-vile | ||
Appearance: | V | |
Health: | 150 | |
Armor: | 3 | |
Accuracy: | +4 melee, N/A ranged (see below) | |
Melee Damage: | 1d3+8 = 9-11 = 10 avg | |
Projectile Damage: | 20d1 = 20 (always): plasma damage, radius 1 | |
Speed: | 180% | |
Standard Depth: | 90+ | |
Experience Value: | 1220 | |
Inventory: | None | |
AI habits: | Uses items: | No |
Uses doors: | Yes | |
Attack %: | 60 | |
Special abilities: | The Nightmare Arch-vile's attack always hits its targeted tile, and it takes no damage from its own attack. Resurrects dead monsters in its vision (25% chance per action). Resurrected monsters take 4.0 game seconds to "activate", or become active in combat or other actions. Nightmare Arch-viles are additionally immune to damaging fluids. | |
Ingame description: | Oh God... *WHY* do they come in the nightmare version too? | |
Comments/special: | Avoids player as much as possible, but will use its melee attack when in range. It will run through any fluid.
When a Nightmare Arch-vile attacks, it'll enter a unique state where it "raises its arms", and if the player is still in its vision after 1.389 seconds passes (rounded to 1.3 or 1.4 depending on how its Fractional Time works out), its attack will hit the tile the player is on (or was last on if a successful dodge is executed). If the player moves out of its vision before the attack completes, its attack will target the tile it last saw the player on. If the player is out of its vision and the Nightmare Arch-vile is damaged before it completes its attack, it will cancel its attack. |