Difference between revisions of "Dodging"
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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) + (20 [only if running]) + (bonuses) |
− | + | Two things grant dodge bonuses: | |
+ | |||
+ | *The [[hellrunner]] trait adds 15 to your dodge bonus for each rank. | ||
+ | *The assembly [[Tactical armor]] adds 10. | ||
+ | |||
+ | The effects of the dodge bonuses are multiplied together when from different sources. All levels of hellrunner are one source. | ||
+ | |||
+ | 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. | ||
{| | {| | ||
Line 14: | Line 22: | ||
| 10 || 3 | | 10 || 3 | ||
|- | |- | ||
− | | scope="row" | [[rocket launcher]]<sup>1( | + | | scope="row" | [[rocket launcher]]<sup>1(4)</sup> |
| 30 || 5 | | 30 || 5 | ||
|- | |- | ||
Line 26: | Line 34: | ||
| 50 || 4 | | 50 || 4 | ||
|- | |- | ||
− | | scope="row" | acid ball<sup>1(1)</sup> ([[ | + | | scope="row" | acid ball<sup>1(1)</sup> ([[hell knight]]) |
| 50 || 5 | | 50 || 5 | ||
|- | |- | ||
− | | scope="row" | acid ball<sup>1(2)</sup> ([[ | + | | scope="row" | acid ball<sup>1(2)</sup> ([[baron of hell]]) |
| 50 || 3 | | 50 || 3 | ||
|- | |- | ||
Line 41: | Line 49: | ||
| 10 || 10 | | 10 || 10 | ||
|- | |- | ||
− | | scope="row" | flame burst<sup>1( | + | | scope="row" | flame burst<sup>1(2)</sup> ([[Mancubus]]) |
| 100 || N/A | | 100 || N/A | ||
|} | |} | ||
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<sup>2</sup>: Attack always lands on targeted tile | <sup>2</sup>: Attack always lands on targeted tile | ||
− | |||
− | |||
Comments: | 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. | *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 | + | *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, | + | *Revenants and Arch-viles, with the potent combination of homing and splash, still hit close enough to damage you even when you successfully dodge. To avoid their attacks you have to move so quickly that you move twice in only one of THEIR turns, and THEN roll a dodge. This means their attack lands far enough away to not harm you. Players using hellrunner and fast boots can reasonably expect this to happen regularly. |
Latest revision as of 18:35, 20 December 2013
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) + (20 [only if running]) + (bonuses)
Two things grant dodge bonuses:
- The hellrunner trait adds 15 to your dodge bonus for each rank.
- The assembly Tactical armor adds 10.
The effects of the dodge bonuses are multiplied together when from different sources. All levels of hellrunner are one source.
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, still hit close enough to damage you even when you successfully dodge. To avoid their attacks you have to move so quickly that you move twice in only one of THEIR turns, and THEN roll a dodge. This means their attack lands far enough away to not harm you. Players using hellrunner and fast boots can reasonably expect this to happen regularly.