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[N!|AoI + AoRA|94%|YAVP] - First official Eagerness Angelic Badge! (with video)

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Omega Tyrant:
I recorded this entire run, which you can watch in this Youtube link

In DRL since version 0.9.9.7, there has been 17 Angelic Badges, the highest tier badges available. Of those 17 badges, 7 have never been verifiably won by any player since 0.9.9.7's release back in 2013, which are; UAC Angelic (beat the standard game on Nightmare with no damage), Demonic Angelic (beat standard N! with 100% kills and no damage), Speedrun Angelic (beat standard N! in under 4 minutes), Pacifist Angelic (beat Archangel of Pacifism with only one enemy dying, which must be the Spider Mastermind), Inquisitor Angelic (beat Angel of Purity + Angel of Red Alert on N!), Eagerness Angelic (beat Angel of Impatience + Angel of Red Alert on N! with 90+% kills) and Masochist Angelic (beat Archangel of Masochism on N!). Of those 7, the formermost 4 have been deemed to be outright impossible without cheating, and the lattermost is considered possible though extremely extremely difficult. The middle 2, Inquisitor and Eagerness Angelic, while not intrinsically impossible like the aforementioned 4, were thought to be so absurdly difficult that they were bordering on impossibility and would require esoteric cheese with rare items to obtain (namely for Eagerness Angelic, finding an early Trigun and getting an Invuln chain that allows you to nuke most of the levels, or finding a Dragonslayer with Vampyre, surviving a nuke with Invuln, and then farming the infinitely spawning Nightmare Demons for a long time to buffer your kill percentage a huge amount), so me and Icy have been proposing to easen their requirements alongside the unwinnable 4.

Then the first beta version of 0.9.9.9 dropped, which made some big changes to Nightmare in response to most players finding it unfun and avoiding the difficulty altogether; these changes are enemies will not respawn in your vision, respawns do not drop their inventory (and so cannot be farmed for ammo), and most importantly, respawns no longer count towards the kill percentage. These changes still don't make the unwinnable 4 humanly viable, and don't affect Inquisitor Angelic that much, but they are significant for Eagerness Angelic; the main reason it was thought borderline impossible is the fact that the time limit of AoRA makes meticulous corpse disposal unfeasible and so all the respawns would inevitably prevent you from maintaining such a high kill percentage of 90%, thus allowing you to ignore them entirely and not have them affect your kill percentage makes the badge a whole lot more viable. There was still concern that requiring 90% kills, in conjunction with the restraints of AoI (which most importantly prevents you from carrying medkits to heal on demand), was still too much, but to be sure if the badge still needed nerfing, I tested getting it in the beta (as well as tested Inquisitor Angelic), and was able to win it (link goes to the Jupiter Hell discord). However, when looking at the winning mortem and calculating the kill % with respawns factored, it came out to... over 90%... so I would have still won the badge even without the aforementioned kill % change with respawns, meaning this badge was very possible all along. Since 0.9.9.9's official release is still likely a ways off and wanting to claim this badge first in an official version, I decided to go boot up the official release of 0.9.9.8 and win the badge officially.

When it comes for the build to use for Eagerness Angelic, Blademaster seems to be the clear best shot, as no other build can clear floors faster, and Blademaster's ability to make every killing blow an instant action gives you the capability to farm kills to make up the large amount of kills needed, namely from Pain Elementals as Blademaster can wipe out a whole swath of Lost Souls instantly (and indeed I would do a bit of Pain Elemental farming throughout this run, but it would end up proving unnecessary, as even if you removed all the Lost Soul kills, I still would have had over 90% kills). As for trait order, I leadoff with Hellrunner; since most of your actions will be just moving, the trait that makes your movement take less time is invaluable when you're on a time limit for every floor (while Hellrunner is also just great in general). I immediately deviate from Blademaster's prereqs however by taking a level of Reloader; just surviving early Phobos on Nightmare is very difficult as is without any combat-boosting traits, and getting Brute doesn't help much yet when you don't got a Chainsaw, while of the available traits, Reloader gives the biggest boost when you're relying primarily on Shotguns. Since you're doing so much reloading, making your reloads 30% faster saves you a lot of time too and thus gives you more actions to work with on each floor. I then deviate once more to get a level of Intuition; powerups are very important on N! when they're doubly effective, but especially so in AoI where you're unable to store medkits in your inventory, so you are very reliant on powerups to keep your health up, and especially especially so in AoRA when Invulnerabilities allow you to survive nukes, making immediately knowing where all powerups are located on each floor crucial. However, I do not get the second level of Intuition, as being able to detect enemies outside vision isn't too helpful when floors are so enemy dense and they're often on top of you immediately, while you desperately need to get yourself stronger ASAP, so I go for the second level of HR instead to get even more speed. At this point I'll be getting the Chainsaw, making it time to get two levels of Brute and then Berserker; Berserker is especially important, as being berserked speeds you up significantly, and when Berserker triggers from you being hit, berserk's +60% resistances get applied before damage is calculated, giving you a big defensive boost against the hard hitting VMR (or I can trigger it intentionally at nearly any time with a face rocket whenever I need said boosts). It is then the third level of Brute, and finally Blademaster. After Blademaster, I get a level of Finesse to farther increase my offense and overall speed, then I get Juggler since I'm swapping around weapons so much (especially handy when I use rocket jumping to get in an enemy's face, or to swap between my Shotguns and Chainsaw as needed without taking a hit). Then it's another level of Finesse for yet more DPS/speed, and then Whizkid to get more mods on my stuff instead of letting mods I find go to waste (though I don't take the second level, as I wasn't coming across enough mods to make it worthwhile). I finally take some levels in Ironman to give me some lategame assurance, since I could always run across some levels that deprive me of health.

Now for the actual run. With Phobos Base Entry, I just employ my usual tactic of immediately running to the base, and if Shotgunners come out early and I take a lot of damage, I Q+Y out. Otherwise there's not much to say about it, except you don't need to be fussed about trying to get the medkits as you can't bring them with you anyway. You can try to wait around and farm the respawning formers as much as you can within the time limit to both get more ammo + beef up your kill count a little, but it's not really worth doing here, and since you'll probably end up dying soon after, it's often a lot of wasted time. With the early Phobos levels, your immediate priority is to locate the stairs and kill whatever is in the way. Once you find the stairs, you can go around and kill more enemies to both get that crucial EXP and bolster your kill count, as well as grab any armor and anything else helpful that you can within the time limit (such as the Power Mod I found in an early vault, that was really helpful for my Shotgun). This early on, don't be too plussed with your kill %, you're unlikely to maintain 90+% at this point, so worry about buffing your kill count later and leave levels early if they get out of hand. For the early special levels, you absolutely have no chance of beating Hell's Arena with this challenge combination on N!, but you can dip in, clear out the first wave for extra EXP + some help for your kill %, and then immediately dip out (if you're feeling ballsy, the second wave could be doable, but you'll likely either get yourself killed or leave yourself in a crippled position if the next floor doesn't start you next to an uncontested health source). The Chained Court is then mandatory, having the Chainsaw and being a relatively safe place to get some more EXP before the really nasty enemies start showing up, yet I nearly botched it here and had some bad respawn luck with the Barons that prevented me from leaving in good health. Fortunately the next level I was able to get a health globe early and the level was about as easy as you can hope for a late Phobos level to be on N!. Phobos 7 then looked good at first, including having a Rocket Launcher at the start that is a key weapon for this challenge, and it had a very good Invuln spawn too, but when I tried getting to the Invuln as time ticked down, some Barons that picked up armor and other items nearly ruined the run, yet I was able to avoid letting the Baron blow up the Invuln and grab it just in time. Thanks to the Invlun and having just picked up Berserker, the extremely deadly N! Phobos Anomaly ambush was a nonfactor, without the Invuln I would have had to run back to the starting room and hope I can outlast all the Nightmare enemies without losing all my armor. The Bruisers can be bypassed, but with a facerocket to trigger Berserker, they can be killed without taking much damage for that sweet EXP.

Any run that makes it to Deimos is in a serious position to succeed, but Deimos 1 went rather awful, being near death at one point as I had to get a Berserk near barrels while a I could hear a Revenant, Mancubus, and Hell Knight lurking around. I managed to secure the Berserk without it blowing up or me dying, but I get banged up as I try to exit, and end up taking the stairs to Deimos Lab with my Red Armor damaged and my health in not too good of shape. I could have just exited Deimos Lab without issue, but I decided to take the risk to explore the rest of the level as the crates could have health and Blue Armors if I'm lucky, guaranteed Supercharges, a guaranteed Shell Box, two mods, and the weapon cache could have a very helpful weapon. It did get dicey but the risk mostly paid off as I exited the level in better shape, and one of the mods was a very useful Technical mod to speed up my Chainsaw, but I forgot the guaranteed Blue Armor, the weapon cache ended up having nothing good in it, and the other mod was not a Bulk mod to restore my Red Armor as I was hoping for. Luckily Deimos 2 started me next to an Armor Shard that wasn't too contested and so I got my Red Armor back in good shape, while this was the point I got a fortunate stretch of floors that really bolstered this run. Aside from that convenient Armor Shard, Deimos 2 had a vault with a Bulk mod and a Combat Shotgun, as well as an Invuln. Deimos 3 had more mods that allowed me to make a Tactical Shotgun and another Invuln, which I take advantage of to clear The Wall for a lot of EXP and a big rocket stash while taking little damage (without that Invuln, I wouldn't have entered The Wall, as with no means to heal and being on a timer, trying to clear it would have killed me or left me crippled). Then Deimos 4 gave me a very easy Pinky cave, as well as a nice Phaseshift Armor and a Power mod for it (plus another Onyx Armor I didn't need). I also fortunately got City Of Skulls instead of Abyssal Plains, which I enter as Blademaster has a very easy time with it and it allows me to rack up a huge amount of kills at little risk to buffer that kill %, being worth taking some minor damage. Deimos 5 and 6 were typical Deimos levels that weren't bad, but when playing a bit recklessly on Deimos 6 I took a concerning amount of damage, while an Invuln I was banking on got destroyed, leaving me in a not so good spot health-wise as I entered Deimos 7. Deimos 7 turned out to be an Island level, not good as a melee build when you don't have lava immunity, but in yet another fortunate turn, I happen quickly upon some medkits that were mostly uncontested, as well as another Invuln. With the rest of the floor being easy enough, I save the Invuln to take out the Cyberdemon with no damage and enter Hell in a very strong spot. Deimos 7 had a Firestorm mod too, not that useful but I slap it on my Rocket Launcher as I was unlikely to find the Bulk mods to make a Tactical Rocket Launcher at this point.

When you make it to Hell in good shape, your chances are very good that your run will succeed, but when you're unable to carry medkits, I can easily die if I overextend too much, or if I get a very nasty maze level or Arachnotron cave. The first two floors of Hell were on the easy side, and Hell 2 had an Invuln, which ended up being especially useful as Hell 3 did spawn me in an Arachnotron Cave that could have been potentially deadly without it. Hell 3 itself had an Invuln too, which I take advantage of to clear the Unholy Cathedral with no damage and secure the Longinus Spear, setting me up to finish the run. I keep the Chainsaw though to kill Pain Elementals without gibbing them as the Spear would (gibbing Pain Elementals prevent them from leaving Lost Souls behind, not that I really needed to squeeze those extra few free kills, but I just wanted to be sure I built a very good buffer in case I had to leave any preceding floors quickly). The remaining floors of Hell wouldn't threaten me and it was pretty smooth sailing the rest of the way as I blew through floors ridiculously fast, while Hell 5 even had a Sniper mod so I could make a Plasmatic Shotgun, the best weapon for destroying corpses (not that I really needed it at this point). Then there's Dis, where in AoRA, you can just wait out the nuke timer and take the partial win, which will still award the badge, but it was simple enough to run in berserked and smash the Mastermind's brains in.

Overall this took me six attempts, as well as a few more I Q+Y'd on a bad Phobos Base Entry... which isn't quite as much as you would expect to need for a badge thought borderline impossible for over a decade (and all those runs died in Phobos, with only one of them making it past The Chained Court, which died in Phobos 7). Granted, Reloader's buff in 0.9.9.8 was a big help, and 0.9.9.8's enemy reveal on the final three enemies is another advantageous factor, but this badge still should have been possible with my Blademaster strategy in 0.9.9.7 (if I tried this in 0.9.9.7, I would probably however go with Finesse for the second level and avoid Reloader altogether, and hope I get blessed with early Shell Boxes). As for the level luck, I had some pretty bad Phobos floors (that nigh-immortal Phobos 7 Baron would have haunted me if I didn't reach that Invuln in time...), but it's hard to ask for much better Deimos floors than what I got, and I had a great run of luck with not getting a single maze (those are run killers in Nightmare normally, let alone having to do so when you're under a timer and trying to kill most enemies). The item luck was pretty nice too, namely getting that early Power mod and a Rocket Launcher before Deimos were key to this run, as well as those well-time Invulns before crucial levels (it can't be stressed enough how good getting a Phobos 7 Invuln is). Very happy with how this run turned out, and better yet that it didn't require a big grind to get.

Now here is the mortem with that shiny badge never seen officially in a mortem before!

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 DRL (0.9.9.8a) roguelike post-mortem character dump
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 NOMEDKITS, level 16 Cyberdemon General Scout,
 defeated the Mastermind at the City of Dis.
 He survived 57617 turns and scored 896737 points.
 He played for 1 hour, 39 minutes and 18 seconds.
 He opposed the Nightmare!

 He killed 1269 out of 1338 hellspawn. (94%)
 He held his right to remain violent.
 He was an Angel of Impatience!
 He was also an Angel of Red Alert!

-- Special levels --------------------------------------------

  Levels generated : 11
  Levels visited   : 6
  Levels completed : 3

-- Awards ----------------------------------------------------

  Cyberdemon's Head          Killing the Cyberdemon w/o taking damage
  UAC Star (silver cluster)  50+ kills without taking damage
  Eagerness Angelic Badge    Complete AoI+AoRA on N!/90% kills
  Quartermaster Platinum Badge Complete AoRA on N!
  Longinus Platinum Badge    Complete Unholy Cathedral on N!

-- Graveyard -------------------------------------------------

  ###########################################################
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  ########........####.....####.....####........#############
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  ######..........####..............####..........###########
  #####............................................##########
  #####....####............................####....##########
  #####...&####............................####..0.##########
  #####....####............................####....##########
  #####....####............................####....##########
  #####............................................##########
  ######..........####..............####..........###########
  #######.........####.....####.....####.........############
  ########........####.....####.....####........#############
  #########.......####.....####.....####.......##############
  ##########...............####.X.............###############
  ###########..................%.............################
  ###########################################################

-- Statistics ------------------------------------------------

  Health 82/70   Experience 125752/16
  ToHit Ranged +0  ToHit Melee +8  ToDmg Ranged +0  ToDmg Melee +12

-- Traits ----------------------------------------------------

  Class : Scout

    Ironman          (Level 2)
    Finesse          (Level 2)
    Hellrunner       (Level 2)
    Reloader         (Level 1)
    Brute            (Level 4)
    Juggler          (Level 1)
    Berserker        (Level 1)
    Intuition        (Level 1)
    Whizkid          (Level 1)
    Blademaster      (Level 1)

  HR->Rel->Int->HR->Bru->Bru->Ber->Bru->MBm->Fin->Jug->Fin->WK->Iro->Iro->Bru->

-- Equipment -------------------------------------------------

    [a] [ Armor      ]   phaseshift armor [4/4] (92%) (AP)
    [b] [ Weapon     ]   Longinus Spear (8d8)
    [c] [ Boots      ]   tactical boots [0/0] (100%)
    [d] [ Prepared   ]   shell box (x46)

-- Inventory -------------------------------------------------

    [a] plasmatic shotgun (8d3) [1/1]
    [b] tactical shotgun (8d3) [5/5]
    [c] rocket launcher (6d6) [0/1] (B1F1)
    [d] blue armor [4/4] (100%) (P)
    [e] red armor [4/4] (200%) (B)
    [f] red armor [4/4] (100%) (A)
    [g] red armor [4/4] (62%) (A)
    [h] red armor [4/4] (100%)
    [i] onyx armor [2] (A)
    [j] Medical Powerarmor [6/6] (100%)
    [k] chainsaw (5d6) (BT)
    [l] shotgun shell (x70)
    [m] shotgun shell (x70)
    [n] shotgun shell (x70)
    [o] shotgun shell (x59)
    [p] shotgun shell (x70)
    [q] rocket (x14)
    [r] rocket (x14)
    [s] plasteel boots [2/2] (100%) (A)
    [t] shell box (x100)
    [u] rocket box (x25)

-- Resistances -----------------------------------------------

    bullet     - internal 80%   torso 95%   feet 80% 
    melee      - internal 80%   torso 95%   feet 80% 
    shrapnel   - internal 80%   torso 95%   feet 80% 
    acid       - internal 60%   torso 60%   feet 60% 
    fire       - internal 60%   torso 60%   feet 60% 
    plasma     - internal 60%   torso 60%   feet 60% 

-- Kills -----------------------------------------------------

    123 former humans
    106 former sergeants
    60 former captains
    131 imps
    147 demons
    404 lost souls
    55 cacodemons
    20 hell knights
    58 barons of hell
    20 arachnotrons
    19 former commandos
    37 pain elementals
    16 revenants
    20 mancubi
    19 arch-viles
    4 nightmare imps
    16 nightmare cacodemons
    8 nightmare demons
    2 bruiser brothers
    1 agony elemental
    1 Angel of Death
    1 Cyberdemon
    1 Spider Mastermind

-- History ---------------------------------------------------

  He started his journey on the surface of Phobos.
  On level 2 he entered Hell's Arena.
  He saw, left a present and left.
  On level 5 he stormed the Chained Court.
  On level 7 he assembled a tactical boots!
  On level 8 he encountered the Phobos Anomaly.
  On level 9 he entered Deimos Lab.
  He decided to nuke the forbidden Lab.
  On level 11 he assembled a tactical shotgun!
  On level 11 he witnessed the Wall.
  He massacred the evil behind the Wall!
  On level 12 he found the City of Skulls.
  He wiped out the City of Skulls.
  On level 16 he found the Tower of Babel!
  On level 19 he invaded the Unholy Cathedral!
  On level 19 he found the Longinus Spear!
  He then destroyed the Unholy Cathedral!
  On level 21 he assembled a plasmatic shrapnel!
  On level 23 he found the Medical Powerarmor!
  Then at last he found Dis!
  On level 24 he finally defeated the Mastermind.

-- Messages --------------------------------------------------

 You wear/wield : a Longinus Spear (8d8)
 You hit the Spider Mastermind. The Spider Mastermind flinched! You need to
 taste blood!
 You hit the Spider Mastermind. The Spider Mastermind flinched! You need to
 taste blood!
 You miss the Spider Mastermind. You need to taste blood!
 You hit the Spider Mastermind. The Spider Mastermind flinched! You need to
 taste blood!
 You need to taste blood!
 You hit the Spider Mastermind. The Spider Mastermind flinched! You're going
 berserk! You need to taste blood!
 You hit the Spider Mastermind. The Spider Mastermind flinched! You need to
 taste blood!
 You hit the Spider Mastermind. The Spider Mastermind dies. Congratulations!
 You defeated the Spider Mastermind! Press <Enter>...
 Next!

-- General ---------------------------------------------------

 62 brave souls have ventured into Phobos:
 18 of those were killed.
 7 didn't read the thermonuclear bomb manual.
 And 2 couldn't handle the stress and committed a stupid suicide.

 35 souls destroyed the Mastermind...
 2 sacrificed itself for the good of mankind.
 6 killed the bitch and survived.
 27 showed that it can outsmart Hell itself.

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--- End code ---

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