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?