DRL > Discussion
Quick questions thread!
LuckyDee:
Well, as the Cleaver is a unique item, I highly doubt you'll find a second one while it's in your possession. I don't know what other flavors of impressive melee weapons are going around; I'd have to do some more research.
Tormuse:
The Chainsaw and all its assemblies aren't considered "knives" for purposes of MMB. You still get the resistances if you have a knife in your prepared slot, but you won't attack with both weapons if a Chainsaw is in either position. That being said, excluding DS from the question, I'd say the Butcher's Cleaver combined with a power-modded Chainsword would be best (and most fun) to play with, as I demonstrated in this game. (See the part where it says "knife-juggling strategy")
Of course, the Longinus Spear or Azrael's Scythe does more damage per hit than any combination of knives; strictly speaking, combining Chainswords isn't the most practical, but it is pretty awesome. :)
EDIT: Now that I've done some calculations, it seems I spoke to soon: At lower Brute levels, LS and AS do more damage per hit, but at Brute 5 and SOB 5, dual Chainswords or the CS/BC combo overtake them. At first glance, the Ripper's double attack speed makes it do damage faster than the CS/BC combinations but then you consider the BC's Blademaster effect, which makes the attack take zero time and makes all my calculations fly out the window, since division by zero is undefined. :P
tl;dr: Chainsword/Butcher's Cleaver is the way to go, but Ripper is a close second.
BBHood217:
I actually haven't tried it since the time I asked about it (still gotta find those PSX sounds, and is it true that the archvile also had such sounds despite not appearing in PSX Doom?), but is it actually considered cheating to give sounds to silent monsters like the nightmare monsters and Arena Master?
Omega Tyrant:
Can someone give me a thorough breakdown on how damage from Rocket Launchers work? I've read that their actual damage output is lower than what their programmed damage values would normally entail, and my experience in the game seems to support that statement, however I can't find an explanation on how it works and how one can more accurately calculate their damage output. Reading the explosions page on the wiki hasn't helped me with this; I thought maybe damage is calculated after knockback is incurred (and thus they take less damage from being farther away from the explosion center), but according to the explosions page there's a pretty generous range of 3 steps from center until damage dropoff begins, so I don't know if that's the actual explanation on why RLs do less damage (and I also don't particularly recall monsters against walls dying faster to them).
Another thing confusing me on RL damage output is that on the wiki's Rocket launcher and Missile launcher pages, their average damage is listed as 21, while the Tactical rocket launcher page states its average damage is 15, even though it still has 6d6 damage. Is it something with its smaller explosion radius causing less damage? Is it simply a math error made by an editor that was never fixed? Or is that the actual average from 6d6 rocket damage, and the math used to find it was never applied to all the Rocket Launcher pages?
Omega Tyrant:
Another question I can't seem to find the answer to on the wiki; when resistances factor in, how is the reduced damage result rounded?
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