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Messages - sorear

Pages: [1] 2 3
1
0.9.9 / Re: [E|Standard|95%|15|YASD] These hands of mine...
« on: January 08, 2010, 07:25 »
Brute 3 is necessary if you want Berserker to ever proc on a fist run.

2
Bug Reports / Re: Extra Compet-n Platinum Cross Conditions?
« on: January 06, 2010, 09:53 »
Angel of Haste blocks Compet-n, Icarus, Explorer, and Conqueror.

3
0.9.9 / Re: [M|Standard|96%|YAVP] Finally beat the cyberdemon :v
« on: January 04, 2010, 20:22 »
He didn't like it too rough.

    Hellrunner       (Level 2)
    Son of a bitch   (Level 2)
    Eagle Eye        (Level 2)
    Intuition        (Level 2)
    Triggerhappy     (Level 1)
    Cateye           (Level 1)

  EE->EE->Int->Int->SoB->SoB->TH->MCe->HR->HR->

    [a] [ Armor      ]   modified blue armor [1/2] (42%) (B)
    [b] [ Weapon     ]   modified Railgun (8d8) [26/40] (T1)
    [c] [ Boots      ]   Phaseshift Boots [4/4] (50%)
    [d] [ Prepared   ]   modified BFG 9000 (10d8) [50/130] (B1)

    [n] thermonuclear bomb
    [o] thermonuclear bomb

 On level 18 he entered the Vaults.
 On level 18 he found the Railgun!

My First win! hooray! Although, I don't think I would've been able to do it without the rail gun I found in the vaults. The wiki says it's ludicrously rare. I mainly posted this just to ask if anyone has any numbers for that?

Well done!  Were you deliberately avoiding I'm Too Young To Die?  I got my first win in less than 24 hours, Easy is a great training mode.  How much did the railgun help you?  The damage per time isn't spectacular for a single target; I presume you were using it on vile-packs and the like?  Odd that you were risking death (24 HP versus 6d6 rocket attacks) when you had thermies available for an instant win.

As for the rail gun, any allegation that it's the rarest unique is nonsense.  It's twice as common as the Dragonslayer, and that's ignoring all the special cases that can produce artifact ranged weapons, such as Vaults items.

4
Requests For Features / Re: 'Flavoured' Levers
« on: January 03, 2010, 19:42 »
I like this idea.  Levers need a lot more use.

5
Discussion / Re: Angel of Berserk and Large Health Globes
« on: January 02, 2010, 12:51 »
My personal vote is no, following Dervis.  For what it's worth.

6
Discussion / Re: Angel of Berserk and Large Health Globes
« on: January 02, 2010, 01:49 »
Actually, there are THREE disagreeing sources here.

1. Reality.  LHGs work as normal.  (HP set to 100 or HP+10 (20 on ITYTD or N!), whichever is higher)

2. Documentation.  LHG acts as a berserk pack; HP increased to 100% with *no* chance of going over; berserk duration increased by 40 (80 on ITYTD or N!).

3. Code.  The OnPickUp handler in challenge.lua, if it did what it says it should, increases berserk duration by 20 (independant of difficulty), on top of the normal LHG effect.

7
Discussion / Re: Math! Formulas! Yay! (Speed&Accuracy)
« on: January 01, 2010, 21:07 »
SoG 3 and Fin 2 should be 0.34 per dualshot, not 0.41; drop two techmods and you have 0.27 per dualshot.  However, with SoG 3 and DG, you should be thinking of your pistols as a rapid-fire weapon - SoB might help more.  A missile attack does knockback if it does at least 12 damage; with SoG 3 and SoB 3 that's about half of pistol shots.

8
Discussion / Re: New DoomRL guide...
« on: January 01, 2010, 02:18 »
Maybe.  The relative utility of tech mods and power mods is variable depending on weapon stats.

9
Discussion / Re: New DoomRL guide...
« on: December 31, 2009, 22:52 »
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).

10
Bug Reports / Re: Finesse doesn't work with melee. Bug or feature?
« on: December 31, 2009, 15:09 »
Almost certainly.  There's a very specific check for melee weapons.  If you want to argue that this should be changed... I might support you.

11
Discussion / Re: Math! Formulas! Yay! (Speed&Accuracy)
« on: December 31, 2009, 15:07 »
Firetime is rounded to the decisecond after each tech mod.  Rounding is also done at the very end, but to the millisecond.  Fire time on the @ screen is accurate to the nearest centisecond.

12
Discussion / Re: Math! Formulas! Yay! (Speed&Accuracy)
« on: December 31, 2009, 05:28 »
1. Tech mods set base to round(0.85 * base), where base is integer deciseconds.  Remember that round(0.85 * 10) = 8, not 9.  After that, it's Base * (1.00 - 0.15*finesse) * (1.00 - 0.20 * SoG).  If dualgunning, take the average and multiply by 1.2.  Aimed shots multiply by 2; Gun Kata divides by 10 after a successful dodge.

2. http://doom.chaosforge.org/wiki/index.php?title=Minor#Missile_to-hit

13
Intended or not, there's a bug somewhere - in the challenge code, OnPickUp in the AoB descriptior is set to a function which causes a 20 turn berserk whenever a large healing globe is picked up.  Yet the engine never calls it; probably an interaction with the special behavior of picking up powerups in general.

14
0.9.9 / Re: [M|AoMC|95%|YAFW] Max Carnage is a fun land!
« on: December 30, 2009, 14:08 »
There is a very interesting bug which might explain this, but only if you get the initial explosion to JC's left.

15
What?  I find them every time.

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