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Author Topic: New DoomRL guide...  (Read 16938 times)

Sylph

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Re: New DoomRL guide...
« Reply #15 on: January 01, 2010, 06:11 »

Sorry about the mistake re: Running mode and armour. I'll fix that. :)
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Thomas

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Re: New DoomRL guide...
« Reply #16 on: January 01, 2010, 13:30 »

A tech mod is only 15% to DPS, and due to rounding, a tech modded normal weapon goes 1.0, 0.8, 0.7, 0.6.

Running mode does not increase armor.  It does, however, decrease monster to-hit (ranged and melee) by 4 and give +20% to active defense checks (monster is much more likely to shoot at your old position).

Ah, but a weapon that fires every 0.8 seconds is doing 25% more damage than one that only attacks every second.
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ChaoticJosh

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Re: New DoomRL guide...
« Reply #17 on: January 01, 2010, 20:30 »

But Thomas, I might be misunderstanding something, but wouldn't that only be 20%, and even then only if you were standing in one spot firing nonstop? And even then only from a weapon that doesn't require constant reloading?

Whereas, with a power mod, it'd be your average damage increasing with each shot, which might be more necessary if you need to finish off a monster a solitary monster in one or two turns. Wouldn't that be the case?
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Thomas

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Re: New DoomRL guide...
« Reply #18 on: January 02, 2010, 22:14 »

But Thomas, I might be misunderstanding something, but wouldn't that only be 20%, and even then only if you were standing in one spot firing nonstop? And even then only from a weapon that doesn't require constant reloading?

Damage per second is based off the weapon's shots per second.

0.8 is the weapon's seconds per shot. You get the reciprocal of that for shots per second. 1/0.8 is 1.25/1.

Hence the weapon does 25% more DPS, as an unmodded weapon does only 1 shot per second.

However, power uses less bullets to do that damage, and has a better first turn (As it doesn't matter how fast the weapon is if it can kill something in one turn)
So power is better for an ammo-efficient gun, or attempting to kill things in one shot. But for pure damage per second, tech mods are better.

I said tech mods were really good for ammochain runs, which is correct. Power's two advantages over it, ammo-efficiency (especially this) and killing things in one turn, don't matter a lot in a MAc run.


EDIT: Ah, this is also implying that there is only one enemy. For speed to not matter, you must kill EVERY enemy in your sight radius in one turn. Speed is therefore also more useful in an MAc run when you're fighting more than one enemy at once.
« Last Edit: January 02, 2010, 22:16 by Thomas »
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Frankosity

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Re: New DoomRL guide...
« Reply #19 on: January 03, 2010, 05:37 »

Would technical mods still outclass damage mods in, say, a Dualgunner run? I thought I heard somewhere that your firing speed is so low from your traits that technical mods provide diminishing returns in terms of DPS vs. power mods.
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thelaptop

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Re: New DoomRL guide...
« Reply #20 on: January 03, 2010, 06:04 »

Would technical mods still outclass damage mods in, say, a Dualgunner run?
In a Dualgunner build, the thing that will kill you is the reload time, not the firing time, particularly for big nasties (if I recall correctly, MGK allows instant reload if you kill something).  Your pistols don't have that much clip size (6 unmodded), which means when you are fighting something really big and nasty that don't die in six shots, you will need to reload it somewhere.  In that case, technical mods are not your biggest problem.
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mikee

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Re: New DoomRL guide...
« Reply #21 on: January 05, 2010, 20:37 »

So power is better for an ammo-efficient gun, or attempting to kill things in one shot.

Or for killing things in two shots / 2 seconds as opposed to three shots / 2.4 seconds, no?
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Thomas

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Re: New DoomRL guide...
« Reply #22 on: January 06, 2010, 13:40 »

Or for killing things in two shots / 2 seconds as opposed to three shots / 2.4 seconds, no?

Shots happen BEFORE the delay, so it's really two shots in 1 second and three shots in 1.6 seconds. That's why I said it's so great to kill things in one shot, because the delay happens AFTER you kill the enemy, so it doesn't matter at all.

Of course, while that hypothetical does work for numbers as high as "5 shots from a power modded gun is just as fast as 6 shots from a tech-modded gun", the power mod being the straw that breaks the camel's back is unlikely.

The only enemy I can think of that dies to the n-th volley of a plasma rifle (P1) but takes (n+1) volleys from a plasma rifle (T1) are revenants.

That's probably because the plasma rifle (with MAc) kills almost everything in one move, but I can't really remember any enemies that die in less shots to a power moddded chaingun when compared to a regular chaingun either...
« Last Edit: January 06, 2010, 13:43 by Thomas »
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