Difference between revisions of "Strategy:Cerberus boots"

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==Overview==
 
==Overview==
With Cerberus boots, you'll have a complete immunity to being on acid and lava forever so long as you wear them. This is an invaluable ability to have; with few enemies being able to go through fluids, being able to yourself opens up significant tactical advantages, such as being able to escape unfavorable situations through fluids without enemies being able to follow you and being able to more effectively use fluids to chokehold enemies. With these boots, you will also never have to worry about the RNG forcing you to go through lava nor having to fight in situations where you risk being drenched in lava. And you can use the [[Lava Armor]], [[Acid Spitter]], and [[Napalm launcher]] to their full potential. Don't throw away your [[Tactical boots]] though; Cerberus boots carry a severe movespeed penalty at -30%, as well as a -30% knockback reduction to limit your rocket jumping. So if you make these boots, you'll still want to keep your movement boots as your primary footwear.  
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With Cerberus boots, you'll have a complete immunity to being on acid and lava forever so long as you wear them. This is an invaluable ability to have; with few enemies being able to go through fluids, being able to yourself opens up significant tactical advantages, such as being able to escape unfavorable situations through fluids without enemies being able to follow you and being able to more effectively use fluids to chokehold enemies. With these boots, you will also never have to worry about the RNG forcing you to go through lava nor having to fight in situations where you risk being drenched in lava. And you can use the [[Lava Armor]], [[Acid Spitter]], and [[Napalm launcher]] to their full potential, as you'll be able to repair/reload the former two at any time without needing a radsuit to avoid damaging yourself, and you'll be able to utilize the lattermost however you want without worrying about trapping yourself in lava. Don't throw away your [[Tactical boots]] though; Cerberus boots carry a severe movespeed penalty at -30%, as well as a -30% knockback reduction to limit your rocket jumping. So if you make these boots, you'll still want to keep your movement boots as your primary footwear.  
  
 
Creating the Cerberus boots requires significant mod investment however, as you'll need [[Whizkid]] 2, alongside two [[Power mod]]s, a [[Technical mod]], and an [[Agility mod]]. In normal games this can put the Cerberus boots out of reach for most runs until near the end of the game, and usually you'll only get real usage out of them for a few levels, so it might be better to prioritize using those mods on other more vital equipment. But if you're getting Whizkid 2 and already got your vital equipment modded out with the mods to spare, putting them towards a pair of Cerberus boots would be a good usage of them. At the very least it would simplify [[The Lava Pits]]/[[Mt. Erebus]] and you wouldn't have to lug around radsuits just for a single special level. In Angel of 100/666 runs though, Cerberus boots are as essential as Tactical boots; mod and time expenditure is no longer a concern, and hell levels take up more than 80% of the game, so you're going to be around lava very often. Not to mention with so many levels, you're going to eventually be forced to go through lava or otherwise need to in order to handle a perilous situation. Plus when stair diving, there will certainly be times where a path through lava would be the quickest.  
 
Creating the Cerberus boots requires significant mod investment however, as you'll need [[Whizkid]] 2, alongside two [[Power mod]]s, a [[Technical mod]], and an [[Agility mod]]. In normal games this can put the Cerberus boots out of reach for most runs until near the end of the game, and usually you'll only get real usage out of them for a few levels, so it might be better to prioritize using those mods on other more vital equipment. But if you're getting Whizkid 2 and already got your vital equipment modded out with the mods to spare, putting them towards a pair of Cerberus boots would be a good usage of them. At the very least it would simplify [[The Lava Pits]]/[[Mt. Erebus]] and you wouldn't have to lug around radsuits just for a single special level. In Angel of 100/666 runs though, Cerberus boots are as essential as Tactical boots; mod and time expenditure is no longer a concern, and hell levels take up more than 80% of the game, so you're going to be around lava very often. Not to mention with so many levels, you're going to eventually be forced to go through lava or otherwise need to in order to handle a perilous situation. Plus when stair diving, there will certainly be times where a path through lava would be the quickest.  
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==Note before creating==
 
==Note before creating==
The boots still have normal durability, though normally this won't come into play, as their 100% resistances means they normally cannot ever be damaged by fluids. However when you create them, the current durability of the boots used pre-assembly are carried over. This means if you used a damaged pair of boots to make the Cerberus boots, the Cerberus boots will also be damaged, and its resistances will drop accordingly, meaning your resultant Cerberus boots will not give you immunity to fluids and can be damaged farther or even destroyed. Cerberus boots can still be restored by [[Armor shard]]s however, so if you ended up making damaged Cerberus boots, they won't be ruined, just don't stroll into lava before you get the boots restored. [[User:Omega Tyrant|Omega Tyrant]] ([[User talk:Omega Tyrant|talk]]) 10:47, 8 January 2018 (UTC)
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The boots still have normal durability, though normally this won't come into play, as their 100% resistances means they normally cannot ever be damaged by fluids. However when you create them, the current durability of the boots used pre-assembly is carried over. This means if you used a damaged pair of boots to make the Cerberus boots, the Cerberus boots will also be damaged, and its resistances will drop accordingly, meaning your resultant Cerberus boots will not give you immunity to fluids and can be damaged farther or even destroyed. Cerberus boots can still be restored by [[Armor shard]]s however, so if you ended up making damaged Cerberus boots, they won't be ruined, just don't stroll into lava before you get the boots restored. [[User:Omega Tyrant|Omega Tyrant]] ([[User talk:Omega Tyrant|talk]]) 10:47, 8 January 2018 (UTC)

Latest revision as of 07:50, 28 October 2019

Game Data Strategy

Overview

With Cerberus boots, you'll have a complete immunity to being on acid and lava forever so long as you wear them. This is an invaluable ability to have; with few enemies being able to go through fluids, being able to yourself opens up significant tactical advantages, such as being able to escape unfavorable situations through fluids without enemies being able to follow you and being able to more effectively use fluids to chokehold enemies. With these boots, you will also never have to worry about the RNG forcing you to go through lava nor having to fight in situations where you risk being drenched in lava. And you can use the Lava Armor, Acid Spitter, and Napalm launcher to their full potential, as you'll be able to repair/reload the former two at any time without needing a radsuit to avoid damaging yourself, and you'll be able to utilize the lattermost however you want without worrying about trapping yourself in lava. Don't throw away your Tactical boots though; Cerberus boots carry a severe movespeed penalty at -30%, as well as a -30% knockback reduction to limit your rocket jumping. So if you make these boots, you'll still want to keep your movement boots as your primary footwear.

Creating the Cerberus boots requires significant mod investment however, as you'll need Whizkid 2, alongside two Power mods, a Technical mod, and an Agility mod. In normal games this can put the Cerberus boots out of reach for most runs until near the end of the game, and usually you'll only get real usage out of them for a few levels, so it might be better to prioritize using those mods on other more vital equipment. But if you're getting Whizkid 2 and already got your vital equipment modded out with the mods to spare, putting them towards a pair of Cerberus boots would be a good usage of them. At the very least it would simplify The Lava Pits/Mt. Erebus and you wouldn't have to lug around radsuits just for a single special level. In Angel of 100/666 runs though, Cerberus boots are as essential as Tactical boots; mod and time expenditure is no longer a concern, and hell levels take up more than 80% of the game, so you're going to be around lava very often. Not to mention with so many levels, you're going to eventually be forced to go through lava or otherwise need to in order to handle a perilous situation. Plus when stair diving, there will certainly be times where a path through lava would be the quickest.

When it comes to what boots to use, you can use any pair of standard or exotic boots, and Cerberus boots will have the same stats regardless of what you use. So you can just use Steel boots or whatever pair of boots would be most handy. Just don't use Phaseshift boots to make them; that wonderful speed increase will not carry over.

Since you need Whizkid 2 to make these boots, you will be able to add one mod to your Cerberus boots, and that one mod should unquestionably be an Agility mod to make its movement penalty a less severe -20%. Bulk, Onyx, and Nano mods are all completely useless as Cerberus boots can't be damaged, while a Power mod is completely useless when your boots are immune to fluids, and why would you ever want to make your rocket jumping worse with a Technial mod instead of making your boots less slow?

For a final note, compared to Enviroboots, both provide the same effect with immunity to fluids, but Enviroboots have a slightly less severe speed penalty with -25% and an even worse knockback reduction with -50%. However Enviroboots can't be modded, so with an Agility mod, Cerberus boots would be slightly superior to wear, and thus in Angel of 100/666, you shouldn't ditch making/keeping a pair of Cerberus boots if you find Enviroboots. In a normal game however, +5% more move speed and slightly less worse rocket jumps is probably never going to be worth using all those mods on Cerberus boots over putting them to use elsewhere, so if you find Enviroboots in a normal game, you should forget about the Cerberus boots unless you already made and modded them. Omega Tyrant (talk) 15:40, 10 April 2017 (UTC)

Note before creating

The boots still have normal durability, though normally this won't come into play, as their 100% resistances means they normally cannot ever be damaged by fluids. However when you create them, the current durability of the boots used pre-assembly is carried over. This means if you used a damaged pair of boots to make the Cerberus boots, the Cerberus boots will also be damaged, and its resistances will drop accordingly, meaning your resultant Cerberus boots will not give you immunity to fluids and can be damaged farther or even destroyed. Cerberus boots can still be restored by Armor shards however, so if you ended up making damaged Cerberus boots, they won't be ruined, just don't stroll into lava before you get the boots restored. Omega Tyrant (talk) 10:47, 8 January 2018 (UTC)

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