Difference between revisions of "Knockback"
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Shark20061 (Talk | contribs) (Updated to reflect badass' change to a 2 rank trait.) |
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* Any knockback modifiers affect the overall knockback rate. | * Any knockback modifiers affect the overall knockback rate. | ||
** If wielding the [[Butcher's Cleaver]], [[Longinus Spear]], or [[Dragonslayer]], any knockback taken is halved. | ** If wielding the [[Butcher's Cleaver]], [[Longinus Spear]], or [[Dragonslayer]], any knockback taken is halved. | ||
− | ** If a player has | + | ** If a player has ranks in the [[Traits#Badass|Badass]] Trait, reduce the number of tiles knocked back by one per rank. |
** Any number modifiers due to [[armor]] affect knockback as a percentage (100 + modifer), which then rounds to the nearest tile for knockback purposes. | ** Any number modifiers due to [[armor]] affect knockback as a percentage (100 + modifer), which then rounds to the nearest tile for knockback purposes. |
Latest revision as of 10:26, 6 March 2012
Game Data | Strategy |
Knockback is the action of being moved from one tile to another by means of a damage source. In DoomRL terms, rather than saying that a player was knocked back some number of tiles, it is more common to use the expression "took X knockback" where X is the number of tiles displaced.
Knockback calculations are performed as follows:
- Damage source changes the amount of damage required per tile of knockback.
- Melee weapons never cause knockback
- Most ranged weapons require 12 points of damage per tile of knockback
- Shotgun weapons and most explosions (as well as the direct explosive missile) require 7 points of damage per tile
- BFG explosions require 14 points of damage per tile
- Rocket jump explosions require 2 points of damage per tile
- Any knockback modifiers affect the overall knockback rate.
- If wielding the Butcher's Cleaver, Longinus Spear, or Dragonslayer, any knockback taken is halved.
- If a player has ranks in the Badass Trait, reduce the number of tiles knocked back by one per rank.
- Any number modifiers due to armor affect knockback as a percentage (100 + modifer), which then rounds to the nearest tile for knockback purposes.