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  • monster_acc=-2 melee, +5 ranged| ... counterparts, but more resilient and packing quite a punch. Too bad their weapons are set to self-destruct on death.''|
    866 B (125 words) - 16:50, 20 July 2013
  • ...e afraid of, but they share all formers offensive weakness - their pitiful melee attack. On the defensive side they do not go down easily as well. They have ...at them down a bit before they come close. But beware of knockback of your weapons - you don't want to push them away and let them shower you with plasma.
    4 KB (647 words) - 22:30, 26 May 2012
  • If you're like me and like to carry several different weapons at once, Juggler can really come in handy. Juggler has 2 main parts, each ...ways get free turns since they are so fast. This also means that swapping weapons this way (or by quickkey) no longer counts as a turn, which can save precio
    9 KB (1,635 words) - 22:34, 5 January 2018
  • ...nt to switch weapons- the danger is that you’ll knock the ‘tron out of melee range and it’ll melt you with easy short-range fire on a stationary targe I generally don’t endorse using rapid-fire weapons against ‘trons unless your build really takes advantage of them. A [[chai
    11 KB (1,817 words) - 22:24, 26 May 2012
  • ... |{{modarg|shortint}}|This damage modifier is applied to all the being's melee attacks. ...melee|{{modarg|shortint}}|This accuracy modifier is applied to the being's melee attacks.
    4 KB (548 words) - 02:00, 22 April 2013
  • DoomRL has many kinds of items. Weapons, powerups, levers, and other things are all items. Items inherit from the [ ...'s group for purposes of kill counting. The used weapon groups are "weapon-melee", "weapon-pistol", "weapon-shotgun", "weapon-chain", "weapon-rocket", "weap
    34 KB (5,359 words) - 16:06, 18 July 2013
  • monster_acc=+3 melee, +5 (tristar blaster) or +10 (missile launcher, napalm launcher) ranged| ...of the best! Armored, resilient and with superior firepower! Too bad their weapons are set to self-destruct on death.''|
    1 KB (178 words) - 00:34, 5 June 2013
  • ...nce for a particular damage type onto the item. This is only important for weapons, armor, and boots, as the resistance can only help if the item is equipped. Ammunition is an inventory item that automatically adds itself to weapons as necessary. (See Ranged Weapon for details regarding how this is accompli
    37 KB (5,599 words) - 15:54, 11 October 2011
  • Melee weapons are not very useful in general games because they are inaccurate without an ...y fight the [[Cyberdemon]] with your chainsaw too) and claim your artifact melee weapon. From there the game should be reasonably simple; you have an extrem
    5 KB (833 words) - 07:55, 17 June 2014
  • ...what shows at the top of a mortem if the player was killed by this being's melee attack. *''toDam'' is the damage modifier to the being's natural melee attack. It deals 1d3 damage unmodified.
    30 KB (4,522 words) - 14:09, 14 October 2011
  • A very large part of customizing the objects in DoomRL (weapons, powerups, enemies, etc) has to do with creating, manipulating, and referen ...l much more damage. To start, we will first need to initialize the two axe weapons: since the undead warrior will have more than one weapon, we cannot inline
    21 KB (3,215 words) - 14:53, 10 October 2011
  • So, explosive weapons (rockets, BFG shockwave/hellwave packs) often do all those three things at Notice melee damage (8) is currently less than half of projectile damage (20). If you en
    3 KB (479 words) - 14:26, 6 June 2013
  • ...his assembly; aside from the obvious reason that they will actively get in melee range of enemies, the +60% resistances from [[berserk]] and VMR being great ...e armors and do really need something better than a P-modded Red armor for melee, using Red armor for this assembly would do you better than the other stand
    21 KB (3,583 words) - 10:05, 29 August 2023
  • ...odarg|integer}}|This is the being's todam bonus. The bonus applies only to melee attacks. The default is 0. |res_melee |{{modarg|integer}}|This is the being's resistance to melee damage. The default is 0.
    7 KB (1,011 words) - 01:03, 22 April 2013
  • ...us classifications of [[weapons]] that exist within DoomRL. To see all the weapons that belong to a particular <span class="plainlinks">[http://doom.chaosforg *[[Melee_Types|Melee Types]]
    539 B (76 words) - 17:15, 14 August 2012
  • Shotguns work slightly differently to most weapons. They do not have a projectile - instead they attack a cone-shaped area in ...desperately needing weapon-specific traits to be effective like most other weapons do. Shotguns excel at attacking groups of enemies at close to medium range,
    12 KB (2,095 words) - 11:18, 8 January 2018
  • ... the <span class="plainlinks">[http://doom.chaosforge.org/wiki/Melee_Types melee type]</span> for the purposes of [[Challenges]] and [[Traits]]. Note that s == '''About Melee''' ==
    1 KB (132 words) - 03:03, 21 September 2013
  • This page is a listing of strategies for entire "groups" of weapons by their respective [[Weapon_Families|Weapon Family]]. *[[Strategy:Melee_Types|Melee Types]]
    448 B (58 words) - 17:13, 14 August 2012
  • ...s a listing of strategies for each individual weapon by their respective [[Weapons|name]]. ...tegorized by the two super groups of [[Weapons#Melee_Weapons|Melee]] and [[Weapons#Ranged_Weapons|Ranged]].
    2 KB (267 words) - 18:22, 14 August 2012
  • ...l that they may have the hardest early game of any build, even harder than melee builds have it; on harder difficulties, you're going to have ''many'' Sharp === w/ Rapid Weapons in Angel of 100/666 ===
    16 KB (2,800 words) - 03:08, 24 June 2023

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