Difference between revisions of "Dodging"
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Revision as of 02:36, 15 July 2011
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) + (Hellrunner level)*15
Add 20 if you are running. 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(3) | 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(3) ,3 (Mancubus) | 100 | N/A |
1: Attack causes splash (radius indicated in parentheses)
2: Attack always lands on targeted tile
3: Attack always hits any objects in its path
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 always 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.