Chaosforge Forum
DoomRL => Requests For Features => Topic started by: Psion on December 20, 2006, 14:28
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You like to aim for the most painful areas on the monsters. Each level gives you a 10% chance of doing maximum damage on a hit.
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That sounds very nice! But does it refer to all weapons? I can't imagine targeting a weak spot using BFG :>
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Sounds seriously underpowered. But you can tweak the numbers!
For example, on the chaingun with SoB2, you are hitting for 5*(3to7), ~25 damage (-5 per armor).
Factor in killer trait, your expected damage goes to 5*(0.9*5+.1*7) ~26 damage
It's better on weapons with high damage variance, but it still sucks.
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For example, on the chaingun with SoB2, you are hitting for 5*(3to7), ~25 damage (-5 per armor).
Factor in killer trait, your expected damage goes to 5*(0.9*5+.1*7) ~26 damage
Imho not quite right evaluation. Without this perk you have some chance to do max damage. If damage 3-7 then (chance of 7) = (chance of 3) = 100 / (quantity of variants, in our case it is 5) = 20%. And this perk increases this chance by 10%.
So 5*(0.7*5+0.3*7) ~ 28.
Not much bigger than 26, but some difference exists.
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Maybe a 15% chance per level would be better.
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A nice advanced trait for SoaB is already in the beta version :).
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Isn't chaingun 1d6? +2 is 3-8.
avgdmg=5.5, 5.5*5=27.5
Errr 28.75 with Killer...?
Anyway, IMVeryUneducatedO:
SoaB(1) is a ~28.5%(*) avgdmg increase on chaingun, 20% pistol, 10% RL.
Killer (at 10%) - ~7% chaingun, 6% pistol, 6% RL, and that's before the average raising SoaB(2) (Killer is, as Blade pointed out, completely dependant on the number of possibilities, which SoaB doesn't raise).
I didn't check for Killer(2) or SoaB(2), but it seems SoaB(2) raises the new average more than both Killers (i.e. 20%) raise the old one combined. 15% per rank should be a flat 50% increase of the bonus percent (i.e. total +9% for pistol). Even as a basic trait it really sucks.
*corrected from 40%