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DoomRL (v.0.9.8.7 BETA 3) roguelike post-mortem character dump
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Jay, level 11 Demon Lieutenant, defeated the Cyberdemon
on level 25 of the Phobos base.
He survived 216889 turns and scored 106731 points.
He didn't like it too rough.
He killed 454 out of 454 hellspawn. (100%)
This ass-kicking marine killed all of them!
He found the Phobos Arena.
He stormed the Chained Court.
He ventured into the Halls of Carnage.
He fought on Hell's Arena.
He became a champion of Hell's Arena!
He faced The Wall.
And he cleared it completely!.
He was caught in the Mortuary!
And he managed to clear it!
-- Graveyard -------------------------------------------------
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-- Statistics ------------------------------------------------
Health 118/70 Experience 54739/11
ToHit +3 ToDmg Ranged +3 ToDmg Melee +3
-- Traits ----------------------------------------------------
Ironman (Level 2)
Finesse (Level 2)
Tough as nails (Level 1)
Son of a bitch (Level 3)
Eagle Eye (Level 1)
Triggerhappy (Level 2)
SoB->SoB->TH->Iro->TH->EE->Fin->Fin->TaN->SoB->Iro->
-- Equipment -------------------------------------------------
[a] [ Armor ] Angelic Armor [6/6] (87%)
[ b] [ Weapon ] advanced BFG 9000 (8d9) [90/130] (D1R1M1)
[c] [ Boots ] plasteel boots [8/8] (69%)
[d] [ Prepared ] modified plasma rifle (1d8)x8 [0/52] (M1)
-- Inventory -------------------------------------------------
[a] modified chaingun (1d7)x5 [50/50] (D1)
[ b] modified BFG 9000 (8d8) [100/100] (R1)
[c] blue armor [2/2] (100%)
[d] red armor [4/4] (100%)
[e] red armor [4/4] (58%)
[f] 10mm ammo (x36)
[g] power cell (x46)
[h] power cell (x70)
[ i] power cell (x70)
[j] large med-pack
[k] large med-pack
[l] large med-pack
[m] large med-pack
[n] large med-pack
[ o] large med-pack
[p] large med-pack
[q] large med-pack
[r] large med-pack
[ s] phase device
-- Kills -----------------------------------------------------
50 former humans
37 former sergeants
28 former captains
31 imps
37 demons
34 lost souls
62 cacodemons
16 barons of hell
1 Cyberdemon
12 hell knights
39 arachnotrons
7 former commandos
11 pain elementals
9 arch-viles
9 mancubi
-- History ---------------------------------------------------
He started his journey on the surface of Phobos.
On level 2 he entered Hell's Arena.
On level 5 he stormed the Chained Court.
On level 7 he witnessed the Wall.
He massacred the evil behind the Wall!
On level 13 he ventured into the Halls of Carnage.
On level 22 he was foolish enough to enter the Mortuary!
He managed to clear the Mortuary from evil!
Then at last he found Phobos Arena!
On level 25 he finally defeated the Cyberdemon.
-- Messages --------------------------------------------------
the Cyberdemon. The missile hits the Cyberdemon. The missile hits the
Cyberdemon. The missile hits the Cyberdemon. The missile hits the
Cyberdemon. The missile hits the Cyberdemon. The missile hits the
Cyberdemon. The missile hits the Cyberdemon.
Fire -- Choose target... The missile hits the Cyberdemon. The missile hits
the Cyberdemon. The missile hits the Cyberdemon. The missile hits the
Cyberdemon. Boom! The missile hits the Cyberdemon. The missile hits the
Cyberdemon. The missile hits the Cyberdemon. The missile hits the
Cyberdemon. The missile hits the Cyberdemon.
Fire -- Choose target... The missile hits the Cyberdemon. The missile hits
the Cyberdemon. The missile hits the Cyberdemon. The missile hits the
Cyberdemon. The Cyberdemon fires! You are hit!
You swap your weapon. The Cyberdemon reloads his rocket launcher.
Fire -- Choose target... The missile hits the Cyberdemon. The Cyberdemon
dies. Congratulations! You defeated the Cyberdemon! Press <Enter>
-- General ---------------------------------------------------
Before him 128 brave souls have ventured into Phobos:
119 of those were killed.
4 of those were killed by something unknown.
1 didn't read the thermonuclear bomb manual.
And 2 couldn't handle the stress and committed a stupid suicide.
Some rumours though, say that the Cyberdemon was killed already!
Is he immortal? 2 souls claim to have killed him...
2 killed the bastard and survived.
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Just wrapped up a medium game using SoaB -> Triggerhappy, and it is really devastating. Chaingun one-rounds Cacodemons/Pain Elementals over 3/4th of the time, Arachnotrons/Hell Knights down in two vollies, only Barons and Viles reliably required 3. Cyberdemon got one shot off before the plasma fried him. I didn't even need the BFG in the mortuary, the plasma rifle decimated the Viles more efficiently, and this is perhaps the first game I didn't have major cell shortage problems near the end. I think I could have (easily) completed the game with just the chaingun, especially if I found an advanced one. My main problem was inventory space, and I was commonly leaving behind health packs to keep what I thought would be a necessary stockpile of cells for the Mortuary. When the cyberdemon fell I still had 9 large health packs, ~175% health from a Hell 9 supercharge, 2 extra red armors, 1 extra blue armor and Angelic Armor at ~87%. I cleared the Mortuary while still boosted from the initial supercharge (having used only one in the level, had about 110% life when it fell silent) and with the only red armor I wore there still at 46%. I've never come close to clearing it without multiple health packs and some fancy fleeing.
Honestly, despite how friggin cool this spec is, I think it may even be a little overpowered. It turns the chaingun into a real beast, and it is quite easy to stock up on 9mm ammo. To be fair, it kind of needs a point in Eagle Eye or the miss-rate is pretty maddening, and of course it only works on two weapons, and frequently wastes ammo against the weakest foes. I don't want to see it nerfed I guess, just I was impressed with its utility.
I was mulling over the related damage numbers and I think these examples are accurate, please point out the inaccuracies if they exist. Of course, I assumed all shots fired hit.
Chaingun (no traits, target 0 armor)
(1-6) x 5 = 5-30 / round, 3.5 dmg/9mm
(target 3 armor)
([1-6] x 5) - (3 armor x 5) = 0?-15, 1.5 dmg/9mm
Chaingun (SoaB 3, target 0 armor)
(4-9) x 5 = 20-45 / round, 6.5 dmg/9mm
(target 3 armor)
([4-9] x 5) - 15 = 5-30 round, 3.5 dmg/9mm
Chaingun (SoaB 3, Triggerhappy 2, target 0 armor)
(4-9) x 9 = 36-81 / round, 11.7 dmg/9mm -> (72% - 162% damage on the doom character [no ironman]!? this could be a problem if there ever is, in fact, a deathmatch/multiplayer.)
(target 3 armor)
([4-9] x 9) - (3 armor x 9) = 9-54 / round, 8.7 dmg/9mm -> (18% - 108% damage as represented on the doom guy)
The numbers for the plasma rifle are even more devastating, since it gets substantially more effect from SoaB, starting at 8 shots, and as a rule has better armor penetration.
Plasma Rifle (SoaB 3, Triggerhappy 2, target 0 armor)
(4-11) x 12 = 48 - 132, 7.5 dmg/cell -> (96% - 264% damage!?)
(target 3 armor)
([4-11] x 12) - (3 armor x 12) = 12 - 96 / round, 4.5 dmg/cell (24% - 192% damage, with 3 armor!?)
In order to create a scenario where you CANNOT be one-rounded at 100% health, by a plasma rifle with no mods, and SoaB 3 / Triggerhappy 2, you would need a whopping 7 armor.
([4-11] x 12) - (7 armor x 12) = 0? - 48 / round, 2 dmg/cell (0-96% damage still possible, in ONE ROUND, with 7 armor!!)
Of course, the BFG clocks in with an 8-64 damage + (undisclosed detonation damage) + (area damage), which I hypothesize produces, at very best (less against armored targets) 70-90 damage on the main target, giving it a theoretical best case scenario against single targets of about 2 dmg/cell. I believe that's a very generous assessment of the main target damage, and that it in fact never reaches this efficiency outside of closely massed packs.
Once you begin adding damage and speed mods, as well as magazine mods into the picture, it even makes the BFG a weak and inefficient use of cells unless there is a certifiably enormous pack to fire it into.
Additionally, I found SoaB to be very effective in making shotguns a lot more useful at medium to long range, especially against lower life enemies such as the various classes of human, since it helps to nullify the damage/range reduction. This makes the combat shotgun a pretty handy "off-screen shooter" in places like the Arena, as you can get a good distance away, take advantage of the auto-hit + spread, and still enjoy decent damage (relative to your safety level).
Anyhow, just some thoughts, and I'd be interested to hear anyone else's take on SoaB/Triggerhappy. I'm not sure offensive traits like Reloader and Finesse (though obviously Whizkid is very valuable, and Shottyman with Double Shotguns is quite fun) can compete with this amount of utility.