Difference between revisions of "Dodging"

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(removed comment about dodge chance of tactical boots, since it no longer applies.)
(Fixed a minor mistake with the calculation.)
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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) + (dodge bonus)
+
(initial chance) + (distance chance)*(distance) + (20 [only if running]) + (bonuses)
  
Three things grant dodge bonus:
+
Two things grant dodge bonuses:
  
 
*The [[hellrunner]] trait adds 15 to your dodge bonus for each rank.
 
*The [[hellrunner]] trait adds 15 to your dodge bonus for each rank.
 
*The assembly [[Tactical armor]] adds 10.
 
*The assembly [[Tactical armor]] adds 10.
*While running, you have a 20 point bonus.  
+
 
 +
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.
 
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 07:30, 26 June 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 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, are basically guaranteed to damage you. The only means of truly avoiding these attacks is to have the Fireangel master trait.
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