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That wierd explosion damage...

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Kornel Kisielewicz:
Here's one strange thing about the way DoomRL works now -- this applies to *all* explosion damage projectiles -- damage is done twice, but in a way that was realy surprising to me!

-- player damage for RL and BFG at a direct hit deals the listed damage first
-- monster damage at hit always deals 1d7 damage
-- after the initial damage explosion damage kicks in based on a internal chart -- only this damage is "splashed"

Now if we take together the figures we have:

Rocket Launcher : 4d4+5d6
BFG : 8d8+8d6

Imp: 1d7+2d6
Caco:1d7+3d5
Knight: 1d7+3d4
Baron: 1d7+4d5
Mancubi: 1d7+4d6

For monsters this isn't bad, the 1d7 impact damage isn't so bad, but for the player, I'd like to rework that because of two reasons:
-- the damage indicator on the weapon is false
-- the splash damage get's calculated only using a part of the damage

Oh, and the initial idea that I had when I was looking for this code was to increase the damage of the Rocket Launcher.

Any idea how to rework them, without throwing the balance off hand? Should direct hit damage be left alone?

DaEezT:
I would remove direct hit damage for splash weapons but then evasion has to work on splash damage as well.

Malek Deneith:

--- Quote from: DaEezT on December 15, 2007, 08:35 ---I would remove direct hit damage for splash weapons but then evasion has to work on splash damage as well.

--- End quote ---
Seconded, though for BFG I'd change splash to that classical 8d8 damage. RL will be better with having 5d6 damage as per splash currently (let's be honest - 4d4 is far too weak for an rocket hit).

Kornel Kisielewicz:
Duh, this problem is still not solved, please help!

Another facet of the problem has just emerged -- Knockback of the direct target is calculated BEFORE explosion! What does that mean? That in open space a monster would be hit by the 4d4 rocket, and then pushed back out of the 5d6 center of explosion. OTOH if it was with it's back to the wall then it would take full 5d6+4d4 damage. If I would remove the initial impact then what to do with the knockback? An explosion centered on the monster wont knock it back at all...

Malek Deneith:
How about leaving initial explosion but making it do 0 damage (and add an random knockback, based on weapon)?

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