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Messages - Skibbler

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I decided to try an MBD build because I was tempted by the raw damage output. With MBD you can dualwield, and then fire two extra shots per pistol if you have triggerhappy 2. Furthermore, MBD doesn't block SoB like the other pistol masters. So, in my Ao100 game, I intended to eventually max triggerhappy, SoG, and SoB to fire 6 shots at a time, each with +10 damage in addition to their dice rolls. And in a regular game, the strategy is viable too, though obviously you won't have time to max SoB unless maybe you neglect everything else that is probably of interest (finesse/whizkid, TaN, etc.).

However, I soon realized that this strategy was not going to work. I dualwielded unmodded pistols and had lvl 3 SoG, lvl 2 SoB, lvl 2 triggerhappy, and MBD. The problem was that I pushed back enemies and so only the first few of my six shots actually had a chance to hit. When I got an Anti-Freak Jackal, well, pretty much only the first shot had a chance to hit before the enemy was pushed back. So, I found myself using the alternate fire in order to shoot one shot per pistol at once. I would have been better off without MBD! The only way to play it was like a single-shot build except when I got lucky and had an enemy pinned in a corner.

So, how about some way to make your weapons do less knockback? I understand that managing your knockback is part of the game, but knockback with MBD makes MBD useless. So, I have a few suggestions:

1) An assembly which creates a knockback-free weapon
2) A skill that reduces knockback
3) A knockback reduction included in MBD

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Discussion / Re: Overpowered energy-shielded vest?
« on: April 18, 2012, 13:31 »
I wonder, why you do not complain about Cerberus? Or Onyx Armor Pack?
You are wrong, I think.

Not everyone is playing Ao100. Not everyone is playing Technician, therefore you need something more than Wk alone to create that stuff. And there are so many other uses for Nano pack, which is not guaranteed in any way so far.

I'm not complaining about anything. I'm pointing out something that seems unbalanced. And I don't see any problem with cerberus because it is far worse. Cerberus gives 70% acid/fire, 50% plasma, 0 protection. Plus you need to put on an onyx/nano pack to make indestructible/regenerate durability. So in the end you get 70% acid/fire, 50% plasma, indestructible or regenerative, 0 protection. First of all, this gives you no protection against bullet/shrapnel/melee enemies. It also makes you take significantly more damage from acid/fire/plasma enemies, especially plasma enemies, compared to the armor I described.

You're right that not everyone plays technician, but if you don't get whizkid, then you won't have really good armor no matter what. You don't need to be a technician to make the armor I described work; you just need 1 or 2 levels of whizkid.

Only if you find nano pack.
Also there is P-modded cerberus onyx armor.70% fire and acid, 50% plasma.And it only requires onyx armor, not super rare nano pack and not-so common vest.
But about every once in a lifetime you can have this cool armor
And there're combinations like DS + MMB + nanofiber skin cybernetic armor.95% all resistances, at least 7 armor.Don't know what BA does, maybe even stronger with it.

I don't think onyx armor is more common than the energy-shielded vest. I've encountered the vest more often. Plus, the p-modded cerberus onyx armor has significantly worse protection, though I do admit it doesn't need the nano pack.

And so what if there's a combination like DS + MMB + nanofiber skin cybernetic armor. First of all, the DS and cybernetic armor are really rare uniques, while the vest is not. The chances of getting both uniques is slim slim slim. Second, DS + MMB + nanofiber skin cybernetic armor requires you to get MMB, which is a very specific mastery, while any character who gets a level in whizkid can get ridiculous protection with the energy shielded vest + nanofiber skin armor + the optional things I listed. Third, if DS + MMB + nanofiber skin cybernetic armor is so ridiculously powerful, then perhaps it should also be nerfed.

My point is that all you need is a relatively common (purple) special armor (it's found in depths 5+), a nano pack, and whizkid, and then there are almost no enemies who can deal more than 1 damage to you, bosses included. Cerberus onyx armor (P) is far less powerful (plus it slows you down a lot), and DS + MMB + nanofiber skin cybernetic armor requires you to find two uniques, have a specific master trait, be a technician, and find a nano pack.

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Discussion / Overpowered energy-shielded vest?
« on: April 18, 2012, 10:47 »
I sure think so. Its base protection is 1, with 50% fire/acid/plasma resistances. If you assemble nanofiber skin energy-shielded vest, you're up to 25% melee/bullet/shrapnel, 75% fire/plasma/acid, and the armor becomes indestructible and self-regenerating. Add on a power mod pack and you have 3 protection, 25% melee/bullet/shrapnel, 75% fire/plasma/acid. At this point, all non-boss enemies that deal fire, acid, or plasma damage are either guaranteed to deal 1 damage or have a small chance to do more than one damage. Archviles always deal 2 damage, Mancubi and Revenants have a tiny chance to deal 2-3 damage, Nightmare imps have a 1/36 chance to deal 2 damage, Nightmare cacodemons can deal up to 3 damage, Nightmare archviles deal 3 damage, the shambler deals up to 4, etc.

And it gets better. With three levels in tough as nails, the only ways you can get hit by more than one damage are:

Attack (Max Damage)
Seargent shotgun at distance of 1 (4)
Seargent shotgun at distance of 2 (2)
Baron of hell's melee attack (2)
Mancubus' melee attack (2)
Nightmare demon' melee attack (4)
Nightmare cacodemon's melee attack (2)
Nightmare archvile's melee attack (2)
Shambler's ranged attack (2)
Shambler's melee attack (2)
Bruiser brother's melee attack (2)
Lava elemental's melee attack (2)
Cyberdemon's melee attack (8)
Cyberdemon's ranged attack (3)
Angel of death's melee attack (8)
John Carmack's melee attack (8)
John Carmack's ranged attack (3)
enemies that fire multiple times per turn

As you can see from the list above, the chances of an attack dealing > 1 damage are small. Most of the possibilities for taking > 1 damage involve melee attacks from enemies which prefer to attack you with ranged attacks (and deal less damage with ranged attacks). Most of the max damages listed in that table will never be inflicted upon you; for instance, the chance that JC's/the Cyberdemon's rocket launcher will deal 2 damage to you is less than 1 in 50; the chance of 3 damage is 1 in 1666. Probably, the only attacks that deal > 1 damage that will ever actually be inflicted upon you are the Angel of death's or the nightmare demon's melee attack (but the angel of death does not spawn randomly, even in Ao100, and chances are you'll have a hatred skull ready when you face the angel of death in the unholy cathedral).

Furthermore, if you get entrenchment (which does not block tough as nails), then you are truly invincible.

Now, I do acknowledge that enemies that fire multiple times per turn can deal more than one damage per turn. Still, what they deal is almost negligible when the hard hitters like nightmare archviles and revenants are guaranteed to deal 1 damage to you per attack.

To attain near-invincibility, all you need is:
2-3 power mods and a nano mod
an energy-shielded vest
1-2 levels of whizkid (you could get by with only one, but an extra level in whizkid allows you to add another power mod and get extra protection = two levels of tough as nails)
(optional) three levels in tough as nails
(optional) entrenchment

Are the mods and the vest guaranteed? Of course not. But in my experience the vest is not rare, and you have a decent chance of getting a nano mod especially if you visit the armory. If you're playing Ao100, the odds are even better. And when you do get the right ingredients, the combination is just overwhelmingly powerful. Every other armor, unique or assembled, is far less powerful, even those that are far more difficult to obtain. Even cybernano cybernetic armor (P1) is not as powerful, especially against plasma attacks.

All of my numerical information was obtained from the wiki. My calculations were done under the assumption that .5 rounds to even.

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Discussion / Re: Quick questions thread!
« on: April 08, 2012, 22:36 »
Does cybernano armor (PPON) give you the resistance bonuses from the power mods AND an additional +4 for completing the assembly? E.g. would red cybernano armor give you 4 base + 4 from power mods + 4 from assembly = 12 armor? Or, does it give a bonus for the first power mod, but not for the second mod that is used to complete the assembly? E.g. would red cybernano armor give you 4 base + 2 from the first power mod + 4 from assembly (which is completed with the application of the second power mod) = 10 armor? Or no bonus at all from the power mods themselves?

Also, are % resistances applied before or after armor in the damage calculation?

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Discussion / Re: Quick questions thread!
« on: April 07, 2012, 18:27 »
I looked through the last five pages of this forum, but couldn't find any thread with an uploaded player.wad. I also did a forum search, with no luck. Could someone who has unlocked Ao100 please share their player.wad?

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Discussion / Re: Quick questions thread!
« on: April 07, 2012, 10:38 »
I'm assuming by 'challenges' you mean challenge modes, like Angel of Berserk and Angel of Marksmanship etc.
I have no idea how to mod player files, but the easiest way (in fact the only legitimate way) to get them is by increasing your skill rank, which involves gaining badges.
Check the wiki to find badges you'd like to try to earn/find easiest to get challenges quicker.

I did plenty of unlocking a while ago but after a clean install of Windows I'm back at rank one, and I'd rather not spend a lot of time unlocking AO100 (the challenge I'm in the mood for.) Is there any place where I could download a .wad that lets me do so?

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Discussion / Re: Quick questions thread!
« on: April 07, 2012, 08:01 »
Four questions:

1) Can the Jackhammer be modded? I have this fantasy: getting a Jackhammer as a technician, making a nanoshrapnel assembly, then adding a firestorm pack for a 5d3 x 5 weapon that ignores all armor/resistances, and needs no ammo. If only there were a way to eliminate the -5% damage per tile between you and your target.

2) I understand that mod order affects the stats of the result when creating assemblies. How exactly?

3) When making an armor assembly which requires two of the same mod, am I correct in assuming the following: the order does not matter except that the duplicate mod must be added last.

4) At what stage in the calculations is the bonuses from son of a bitch applied? So basically I'm asking whether resistances, armor, damage falloff for shotguns, etc. affects the sob bonus.

Thanks in advance.

Also, how do I mod my player files to unlock certain challenges?

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