Dodging

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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) + (dodge bonus)

Three things grant dodge bonus:

  • The hellrunner trait adds 15 to your dodge bonus for each rank.
  • The assembly Tactical armor adds 10.
  • While running, you have a 20 point bonus.

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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