Difference between revisions of "Dodging"
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Shark20061 (Talk | contribs) (Fixed a minor mistake with the calculation.) |
m (Corrected erroneous 'impossible' statement about dodging archvile and revenant attacks.) |
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*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 tend to hit anything in their path. | *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 be move so quickly that twice in only one of THEIR turns, and THEN roll a dodge. This means their attack lands far enough away to not harm you. Marines using hellrunner and fast boots can reasonably expect this to happen regularly. |
Revision as of 18:33, 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 be move so quickly that twice in only one of THEIR turns, and THEN roll a dodge. This means their attack lands far enough away to not harm you. Marines using hellrunner and fast boots can reasonably expect this to happen regularly.