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Messages - Omega Tyrant

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1
Discussion / Re: Quick questions thread!
« on: February 03, 2018, 06:59 »
Wiki says "original shotgun blast" so I confused it with the damage type

By that it means it keeps the type of shotgun blast the shotgun previously had, e.g. a Double Shotgun will still have a wide blast, a Combat Shotgun will have a focused blast, a Plasma Shotgun will have a plasma blast (which despite the name, does not necessarily equate to plasma-type damage), etc.

2
Discussion / Re: Sniper mod pack on shotgun
« on: January 23, 2018, 00:31 »
Missile Launchers are a rare drop; it's unlikely that you'll find one in Ao100.

Unless you're me, in which case you'll find three of them outside the special levels in a normal game, while you don't want to use it :|

Anyway, anyone have the answers to these prior questions of mine?

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?

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?

3
Discussion / Re: Progressing on UV Arch Ao Lt. How do I improve?
« on: January 21, 2018, 08:40 »
Schematic drops are annoying after the first few times when you have access to the wiki, but I do appreciate that they count as "finding" assemblies towards the Technician badges (thus saving me the trouble of having to make some of the useless or heavily luck-based assemblies), and I'm in agreement that a game shouldn't essentially require players to look up external information to figure out things that are essential to the game. Schematics also aren't even the worst drop you can get in Hell's Armory/Deimos Lab; firestorm mods are counterproductive, if not useless, most of the time, and Cybernetic Armor is just a "fuck you" unless you're playing a Technician and are lucky enough to get a nano and/or an onyx mod, and unlike Schematics, you can't ever stop them from spawning.

4
Discussion / Re: Progressing on UV Arch Ao Lt. How do I improve?
« on: January 20, 2018, 12:20 »
Barons destroying the berserk packs are the biggest issue for me, which is why I aim to pursue and kill them outside the center building, instead of trying to camp there for them. I avoid the Arena Master blowing them up by using the strategy I mentioned to deal with him.

To pick up the Chainsaw with a full inventory, if your hands are empty, you can hit the use button over it and that will pick it up. You can also do that to pick up any weapon, armor, and boots from the ground and equip them instantly without them going into your inventory, as long as the corresponding equip slot for them is empty.

By camping in the central area waiting for the Arena Master as I described, you'll be able to avoid Formers getting in there when you need to get to a Berserk, while also limiting the amount of distance you need to go to run away from him (which reduces damage and decreases the chance of him blowing up the Berserk as you get to it).

5
Discussion / Re: Progressing on UV Arch Ao Lt. How do I improve?
« on: January 20, 2018, 06:31 »
Once you make an assembly or get the schematics for it, the schematics for it can never spawn again (and thus once you find all assemblies, you'll never get schematics again). Doing an Ao100 game is a good way to build all the assemblies (the only two assemblies you won't be able to make together in the same run are Nanofiber Skin Armor and Cybernano Armor), and you could do it as a Scavenger to help you get as many mods as quickly as possible. And you can kill yourself once you make enough assemblies if you don't want to do a whole Ao100 run. Or you could spam HNTR games up to the Armory/Deimos Lab as a Scavenger, and get yourself killed once you got some assemblies made. Just creating all the basic assemblies would significantly reduce the chance of schematics spawning, and master assemblies are very rare drops as schematics unless you're playing on Nightmare. Finding all the assemblies will also get you the Technician Diamond badge.

As for the Unchained Court, what part are you having difficulty with? I find it really hard on UV for most builds, though melee builds should have it easiest; grab a berserk, take out the Barons ASAP, destroy their corpses if they weren't killed on the right side, and then camp out in the door on the left side, while shooting at the Formers that come into view. Once the Arena Master comes into view, shoot at him to get his attention if he hasn't already initiated an attack, and then activate run and get a Berserk (while first closing the door if he hasn't already initiated an attack). Then when berserked, just run up to him and click until he dies, then just camp out in the middle and take out the rest of the formers, while gift dropping if you want to attract their attention faster.

6
Post Mortem / Re: [U|AoP|93%|YAVP] Inquisitor Platinum
« on: January 19, 2018, 20:03 »
Oh that's why I didn't get the Backpack, I thought I picked it up, and when I noticed I didn't have it afterward, I assumed I didn't and it got blown up. Well good to keep that in mind if I ever try for Inquisitor Diamond.

In any case, this is a really unpopular challenge, for myself included, because there's so much you can't use!  I mean not that I depend on Invulnerabilities or Berserk packs, but they sure are nice when you have access to them.  So, good for you for completing this.  It takes a certain kind of dedication!  :)

Yeah it wasn't really any fun and I don't see myself playing it again just for the sake of it, Invulnerabilities and Berserks are just too fun to miss out on.

7
Pistols are my least favorite build, but with me missing Marksman Gold and Platinum, as well as Arena Gold, I saw this as an opportunity to knock three of them out. I went as a Sharpshooter, as it's the only Pistol master I like (when I have it that is, how rough it is pre-Sharpshooter usually keeps me away from using it). And surprisingly, I managed to complete the run and get all three badges in the first try.

It nearly ended right away though at Hell's Arena. When I got to the third wave I was out of medkits, tired, and decently damaged, then when I gift dropped an armor to attract the first Baron, it got to me before I could get damage it much, leaving me about one hit from death after killing it. Instead of gift dropping the armor near me for the second Baron, I just waited at a corner, hoping it would show up in a farther away spot in the open so I could get more shots at it before it got near and reload while it was out of view. Fortunately it did do that, and I was able to kill it before it got to me. With the power mod I made a high power Pistol, as I figured the extra power, chance of knockback, and an ammochain would offset the lower clip size.

After Hell's Arena the rest of Phobos went really well, and I skipped the Unchained Court as I had no idea how I would handle the Barons there with just a Pistol, but when Phobos Lab spawned instead of Military Base, I decided to take it on, as I really wanted to get Sharpshooter before the Bruiser Brothers and Deimos. Despite coming into the level with many medkits (including three large ones and a Blood Skull), a radsuit, and two phase devices, trying to take on the Nightmare Demons with Pistols, without Sharpshooter, no ammochain, and nothing boosting my movement speed, turned out to be a really really bad idea. I was able to take out the first couple of them in the cave without issue, by going in, taking a couple potshots, getting out, closing the door, and repeating. But then it all went to shit with the rest of the caved Nightmare Demons, who would get up to me before I could exit the cave, I couldn't get to run much in the acid without going in myself, and took a really really long time to die in the acid. I ended up clearing the cave, but not without expending my radsuit, Blood Skull, and all my medkits bar one small one, while still having the rest of the level to go. Then when I opened the door to the left portion of the map, the two Nightmare Demons there were already on top of me, and I promptly ran away, but they would then corner me in the lower right of the acid pool while still not near death from the acid running, so I used a phase device and prayed, which ended up teleporting me away in the lower left portion of the map, saving me. Then when I hit the final switch and activated the final ambush, I immediately used my final radsuit and ran back in to the lever pool away from the Nightmare Demons, but I would then get cornered by three of them in the lower right while they were again not near death. So I used my second phase device, and the RNG favored me once more, teleporting me back to the central acid pool room. I then went across the bridge, and perpetually waited at the door there, shooting at the Formers/Imps that came into view and hoping the Nightmare Demons would kill themselves in the acid, while ready to run in and close the door if any popped into my view. Fortunately they all died offscreen and once I got the message that everything was dead, I went around picking up the remaining rewards and left.

Going into Anomaly with no phase device on AoMr and still no Sharpshooter concerned me, but I was able to run back into the starting room without taking too much damage, and part way into dealing with the ambush I finally got Sharpshooter, where I promptly finished the rest of the ambush and killed the brothers without much of an issue.

Deimos as a whole went with no bumps. Hell's Armory went really easily, and I got a nano mod out of it; making a Nanomachic Pistol was an obvious usage of it, but I held onto it, figuring I wouldn't need it that much as a Sharpshooter and either to make Nanofiber Skin Armor (as that and Cybernano are the only assemblies I have yet to make for Technician Diamond), or to hopefully find a Combat Pistol or Blaster I could make Nanomachic. I was planning to do The Wall/Containment Area for Brick Silver, but unfortunately I couldn't find another power mod to make an Energy Pistol by the time it showed up (power mods ended up really scarce on this run). I skipped the City of Skulls, as fuck trying it on AoMr. I went into Spider's Lair, and though I took a bit more damaged than I should have, I expended only a single medkit that I had a copious supply of and cleared it. Then for Cybie I had no Dodgemaster and still no Energy Pistol nor any exotic/unique Pistols, but I was able to still dodge most of his rockets, while Fireproof Red Armor well protected me from the few rockets I was hit by.

Then Hell went just as easily as Deimos. Skipping UC on AoMr is without question, and I skipped The Vaults too, as I wasn't going to gamble away the 100% killrate on a single phase device. Then I was going to skip The Mortuary, as going into it on AoMr is suicidal, especially with no skulls. But with me still down two power mods to make Nanofiber Skin Armor and no Combat Pistol/Blaster in sight, I decided to make a Pistol I've been bulk modding to a Nanomachic Pistol, and with it and SoG4 I figured I would be able to kill everything in the Mortuary faster than the Arch-viles could revive them. Entering the level, I immediately used a Shockwave Pack I had after grabbing a Supercharge, killed the three Archies in sight, and starting making my way left to get the power mod to use on my Nanomachic Pistol. I was taking a decent beating as I made my way left, but my assessment about the Nanomachic Pistol proved correct, and my Energy Shield protected me well enough from taking too much damage. I would get to the power mod and get SoG5, finish the left area, and then made myself right. When I reached the center, I just started mashing click all towards the right side, slaughtering enemies out of my view and promptly knocking them back as they went into it, and when I heard an Archie screech, I would just keep shooting towards its direction until it died. I took little damage from this point, saving my Energy Shield that had 6% durability left, and after a few things were left alive, I wandered around and finished the stragglers to clear it.

I then clicked to win throughout the rest of Hell, found a Megasphere to restore my Energy Shield, cleared the Lava Pits with no issues at all, and then killed John Carmack without getting hit. Even with no exotic nor unique Pistols, Sharpshooter can still be broken.

--------------------------------------------------------------
 DoomRL (0.9.9.7) roguelike post-mortem character dump
--------------------------------------------------------------

 Octozooka, level 14 Arch-Vile Br. General Technician,
 nuked the Mastermind at the Hell Fortress.
 He survived 1865259 turns and scored 340522 points.
 He played for 4 hours, 26 minutes and 38 seconds.
 He was a man of Ultra-Violence!

 He killed 1200 out of 1200 hellspawn. (100%)
 This ass-kicking marine killed all of them!
 He was an Angel of Marksmanship!

 He saved himself once.

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

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

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

  Medal of Prejudice
  UAC Star (silver cluster)
  Grim Reaper's Badge
  Hell Armorer Badge
  Hell Champion Medal
  Marksman Gold Badge
  Marksman Platinum Badge
  Arena Gold Badge

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

  ###########################################################
  ..........................................................#
  ..........................................................#
  ..........................................................#
  ..........................................................#
  ..........................................................#
  ..........................................................#
  ..........................................................#
  ..........................................................#
  ..........................................................#
  ................................................X.........#
  ..........................................................#
  ..........................................................#
  ..........................................................#
  ..........................................................#
  ..............................................|...........#
  ..............................................|||.........#
  .............................................||}|.........#
  .............................................||||.........#
  ###########################################################

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

  Health 86/50   Experience 96244/14
  ToHit Ranged +6  ToHit Melee +6  ToDmg Ranged +0  ToDmg Melee +0

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

  Class : Technician

    Hellrunner       (Level 2)
    Son of a gun     (Level 5)
    Eagle Eye        (Level 3)
    Dodgemaster      (Level 1)
    Whizkid          (Level 2)
    Sharpshooter     (Level 1)

  SoG->SoG->SoG->EE->EE->EE->MSs->WK->WK->HR->HR->SoG->SoG->DM->

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

    [a] [ Armor      ]   energy shield [0/0] (100%)
    [b] [ Weapon     ]   nanomachic pistol (2d5) (P1)
    [c] [ Boots      ]   tactical boots [0/0] (100%) (A)
    [d] [ Prepared   ]   power battery (x120)

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

    [a] energy pistol (2d5) [6/6]
    [b] BFG 9000 (10d6) [220/220] (B3)
    [c] fireproof red armor [4/4] (100%)
    [d] red armor [4/4] (90%) (A)
    [e] Angelic Armor [7/7] (100%)
    [f] power cell (x50)
    [g] power cell (x50)
    [h] power cell (x50)
    [i] power cell (x50)
    [j] large med-pack
    [k] large med-pack
    [l] large med-pack
    [m] large med-pack
    [n] large med-pack
    [o] large med-pack
    [p] large med-pack
    [q] homing phase device
    [r] envirosuit pack
    [s] plasteel boots [2/2] (100%)

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

    Acid       - internal 25%   torso 95%   feet 25% 
    Fire       - internal 25%   torso 95%   feet 25% 
    Plasma     - internal 0%    torso 80%   feet 0%   

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

    126 former humans
    141 former sergeants
    47 former captains
    188 imps
    89 demons
    228 lost souls
    65 cacodemons
    42 hell knights
    31 barons of hell
    45 arachnotrons
    38 former commandos
    30 pain elementals
    39 revenants
    42 mancubi
    30 arch-viles
    12 nightmare demons
    2 bruiser brothers
    1 shambler
    1 lava elemental
    1 Cyberdemon
    1 Spider Mastermind
    1 John Carmack

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

  He started his journey on the surface of Phobos.
  On level 2 he entered Hell's Arena.
  On level 2 he assembled a high power weapon!
  He left the Arena as a champion!
  On level 7 he sneaked into the Phobos Lab.
  He broke through the lab.
  On level 8 he encountered the Phobos Anomaly.
  On level 9 he entered Hell's Armory.
  On level 9 he assembled a fireproof armor!
  He destroyed the evil within and reaped the rewards!
  On level 14 he ventured into the Spider's Lair.
  He cleared the Lair, kickin' serious spider ass!
  On level 15 he assembled a tactical boots!
  On level 16 he found the Tower of Babel!
  On level 19 he assembled a energy pistol!
  On level 20 he assembled a nanomanufacture ammo!
  On level 20 he was foolish enough to enter the Mortuary!
  On level 20 he found the Angelic Armor!
  He managed to clear the Mortuary from evil!
  On level 22 he entered the Lava Pits.
  He managed to clear the Lava Pits completely!
  Then at last he found Dis!
  He overloaded a nuclear BFG 9000 on level 24!
  He defeated the Mastermind and found the TRUE EVIL!
  Then finally in Hell itself, he killed the final EVIL.

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

 The missile hits John Carmack.
 The missile hits John Carmack.
 The missile hits John Carmack.
 Carmack raises his hands and summons hellspawn!
 The missile hits the revenant.
 The missile hits the revenant.
 The missile hits the revenant.
 The missile hits the revenant.
 The missile hits the revenant. The revenant dies.
 The missile hits John Carmack.
 The missile hits John Carmack.
 The missile hits John Carmack.
 The missile hits John Carmack.
 The missile hits John Carmack. John Carmack dies. Congratulations! You
 defeated John Carmack! Press <Enter>...
 You feel relatively safe now.

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

 119 brave souls have ventured into Phobos:
 59 of those were killed.
 7 didn't read the thermonuclear bomb manual.
 And 6 couldn't handle the stress and committed a stupid suicide.

 47 souls destroyed the Mastermind...
 6 sacrificed itself for the good of mankind.
 25 killed the bitch and survived.
 16 showed that it can outsmart Hell itself.

--------------------------------------------------------------

8
Discussion / Re: Progressing on UV Arch Ao Lt. How do I improve?
« on: January 17, 2018, 07:40 »
I think not levelling IM as a Scout/Technician to aid Berserker procs can be a good tactic, a decent source of things will proc it, which besides getting you berserked, can significantly aid your survivability when the resistances kick in against the initial heavy blow. And multiple things can set it off reliably, including barrels and your own rockets. As a Marine though, I can see it being impractical to not invest in IM for Berserker, as Arch-viles are the only thing that will set it off reliably, and you'll have a hard time trying to intentionally set it off yourself.

9
Discussion / Re: Progressing on UV Arch Ao Lt. How do I improve?
« on: January 16, 2018, 12:20 »
WK can be worthwhile on Vampyre; besides farther modded armor/boots, I think the Ripper is superior to the Spear/Scythe for Vampyre, as besides better DPS, you can potentially be killing every two enemies for each one, thus clearing out hordes and taking less damage/healing faster, and you'll activate Berserker faster/easier. Though with only two inventory slots, it becomes less practical to make.

Fin is definitely the goto trait after Vampyre, though if WK isn't being picked up, I think taking the third level of Brute before Vampyre would be better than Fin.

10
Discussion / Re: Progressing on UV Arch Ao Lt. How do I improve?
« on: January 16, 2018, 10:40 »
There's really no reason you should be taking Badass before Brute/Berserker, getting to hold onto an extra 50% heath benefits you little at this point and you don't need knockback reduction, while it's imperative you get as strong as you can in melee ASAP. Taking Finesse instead of Brute 3 can be acceptable, though you might want to change to taking Brute 3 instead of getting Finesse and WK as explained below.

Normally WK is a great investment as long as you know how to mod properly. However with 2 inventory slots, building Advanced/Master assemblies becomes a lot more difficult. Your plan to build a Nano weapon already relies on getting lucky enough to get a nano mod, but then you also won't be able to carry the needed mods to the level, then you'll have to hope upon finding the needed mods afterward. Additionally if you're not going for the Lightfoot Diamond/Angelic badges that require no melee kills, then there's really no reason to go for a Nano weapon as a melee build, the Chainsaw is more than enough, and then you have the guaranteed Spear/Scythe in Hell, you can easily rely solely on Melee past the Court with Vampyre. Additionally, if you get a Nano mod, you should probably make a Power Red Armor instead, so you get a great piece of armor and won't need to worry about running around with damaged/no armor as you can't carry backups.

So for this, I would recommend against going for WK and a Nano weapon, while getting a third level of Brute instead of Finesse on your way to Vampyre.

11
Post Mortem / [U|AoP|93%|YAVP] Inquisitor Platinum
« on: January 16, 2018, 04:58 »
Angel of Purity was the last angel challenge I had yet to complete, never even attempting it in the five years I played DoomRL, so I decided to finally do it and go straight for the Platinum. Build-wise, I went with my standard Shottyhead build that I usually default to, with the only (initial) deviation being going for HR in my first level, instead of going straight to Shottyman as I usually do, to help avoid damage straight away.

As for the run, being a Shotgun build, Hell's Arena was a given stop and was completed without issue. I skipped the Unchained Court; I had a lot of difficulty beating it with this build in a normal UV run, so there was no way I was going to try it while being unable to use the Berserks. I was hoping for Military Base but got Phobos Lab instead; I was worried radsuits would count as powerups, but entered anyway, and I was relieved to see they didn't. I had no radsuits going into the level, so I couldn't just run into the acid to handle the caved Nightmare Demons, but I was still able to take them out without taking much damage (a Ballistic Vest helped), and the rest of the level went smoothly. Anomaly was easy, and then Deimos Lab wasn't hard either. On Deimos Lab I found a Missile Launcher in the weapon cache, which I found very disappointing (especially as I've had awful luck lately with finding them spawning so often, with me finding three of them outside the guaranteed two in one run). However it came very handy in taking out the Shamblers, but came across even greater disappointment at finding the level's reward; since there would be no way to restore armor durability (outside lucky levers maybe?), I was really hoping for an onyx or nano mod (the latter of which I was planning to make a Power Red Armor or Nanofiber Skin Armor with, especially since I didn't make a Fireproof Red Armor due to the inability to restore durability). Instead it was a firestorm mod and Cybernetic Armor... Speaking of more bad luck I had with RNG spawn this run, I found a second rare mod shortly after Deimos Lab...which was another firestorm mod (I had a shot at a Biggest Fucking Gun in a normal game, but already threw away the first one). Then I found only two technical mods the whole run (despite usually overflowing with them), and the second one wasn't found until halfway through Hell (so I couldn't make a Focused Double Shotty until then). And then I found no phase devices at all until Hell.

Anyway, shortly after Deimos Lab I was running into an ammo shortage as Sergeants weren't spawning enough, but I had an ample supply of large medkits and a good amount of spare armor, with multiple bulk-modded red armors, so I was looking good survivability wise. I did Containment Area, as I could rely on using rockets to clear it and conserve shells, which went easily though I inadvertently let the Backpack get blown up. I went into Abyssal Plains to get the shell box and more exp, and after a rough start where I expended a Hellwave Pack I found the level before to deal with the surrounding Hell Knights, the rest of the level went well. Then I went through Spider's Lair for extra exp and the BFG, expending a large medkit in the process. I would finally end my ammo shortage in the last level of Deimos, where I got a Sergeant and Arch-Vile together, exploiting it to fill myself up with stacks of shells. Then Cybie fell easily as I had Dodgemaster.

In Hell my riskier play was starting to catch up to me, as my medkit supply rapidly diminished, while Hell Nobles kept stealing them from me. I almost died in the first level of Hell, when I was blasted by a Revenant into the middle of lava while wearing a Tactical Armor, being left at 10% health. Immediately expending a medkit I was able to survive, though when entering the third level of Hell, I was out of medkits, and on that third level I spawned in a Maze, making for a dire situation. Through very cautious play and a lot of camping in a less-open-than-usual spot, I was able to survive the level, losing about a quarter of my health. I also started taking IM at this point instead of more HR or Fin, as I really needed that extra 10 HP (and the extra HP I would get from medkits). Unfortunately I got no medkits in that level as the Hell Nobles got them, and I skipped the Vaults; I was willing to give up my 100% killrate to get some exp/stuff from there and it's an easy level, but I didn't want to take any risks. I was then able to make it through the 4th level without much damage, but I only got a small medkit from there. So I decided to enter Limbo, use a Homing Phase and grab a large medkit, then get out (I would have done it if I had medkits on me and didn't blow up the skulls from the Agony Elemental earlier). After that point everything went really smoothly, got a couple more large medkits without taking much damage, and then killed the Mastermind easily as I had a Plasma Shield.

--------------------------------------------------------------
 DoomRL (0.9.9.7) roguelike post-mortem character dump
--------------------------------------------------------------

 Chai, level 15 Arch-Vile Br. General Scout,
 defeated the Mastermind at the City of Dis.
 He survived 2318054 turns and scored 328055 points.
 He played for 7 hours, 1 minute and 49 seconds.
 He was a man of Ultra-Violence!

 He killed 1119 out of 1196 hellspawn. (93%)
 He held his right to remain violent.
 He was an Angel of Purity!

 He saved himself once.

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

  Levels generated : 11
  Levels visited   : 8
  Levels completed : 7

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

  Cyberdemon's Head
  UAC Star (gold cluster)
  Aurora Medallion
  Hell Armorer Badge
  Hell Champion Medal
  Inquisitor Gold Badge
  Inquisitor Platinum Badge

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

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

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

  Health 62/70   Experience 102687/15
  ToHit Ranged +0  ToHit Melee +0  ToDmg Ranged +0  ToDmg Melee +0

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

  Class : Scout

    Ironman          (Level 2)
    Finesse          (Level 2)
    Hellrunner       (Level 3)
    Reloader         (Level 2)
    Juggler          (Level 1)
    Dodgemaster      (Level 1)
    Whizkid          (Level 2)
    Shottyman        (Level 1)
    Shottyhead       (Level 1)

  HR->Rel->Rel->SM->Fin->Jug->MSh->HR->DM->Fin->WK->WK->Iro->Iro->HR->

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

    [a] [ Armor      ]   plasma shield [0/0] (69%)
    [b] [ Weapon     ]   tactical rocket launcher (6d6) [2/5]
    [c] [ Boots      ]   tactical boots [0/0] (100%)
    [d] [ Prepared   ]   shell box (x100)

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

    [a] focused double shotgun (9d4)x2 [2/2] (P1)
    [b] tactical shotgun (8d3) [5/5]
    [c] BFG 9000 (10d6) [20/100]
    [d] Revenant's Launcher (7d6) [0/1]
    [e] red armor [4/4] (82%)
    [f] red armor [6/6] (134%) (ABP)
    [g] red armor [4/4] (95%)
    [h] duelist armor [2/2] (80%)
    [i] shotgun shell (x50)
    [j] shotgun shell (x50)
    [k] shotgun shell (x13)
    [l] shotgun shell (x50)
    [m] shotgun shell (x50)
    [n] rocket (x3)
    [o] rocket (x10)
    [p] rocket (x10)
    [q] large med-pack
    [r] large med-pack
    [s] large med-pack
    [t] homing phase device
    [u] rocket box (x20)

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

    Plasma     - internal 0%    torso 95%   feet 0%   

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

    116 former humans
    86 former sergeants
    38 former captains
    153 imps
    94 demons
    326 lost souls
    35 cacodemons
    48 hell knights
    55 barons of hell
    38 arachnotrons
    18 former commandos
    28 pain elementals
    24 revenants
    22 mancubi
    18 arch-viles
    12 nightmare demons
    2 bruiser brothers
    2 shamblers
    1 lava elemental
    1 agony elemental
    1 Cyberdemon
    1 Spider Mastermind

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

  He started his journey on the surface of Phobos.
  On level 2 he entered Hell's Arena.
  He left the Arena as a champion!
  On level 7 he sneaked into the Phobos Lab.
  He broke through the lab.
  On level 8 he encountered the Phobos Anomaly.
  On level 9 he entered Deimos Lab.
  On level 9 he assembled a tactical boots!
  On level 9 he found the Cybernetic Armor!
  On level 9 he assembled a tactical shotgun!
  He destroyed the evil within and reaped the rewards!
  On level 11 he arrived at the Containment Area.
  He emerged from the Containment Area victorious!
  On level 12 he assembled a tactical armor!
  On level 12 he found the Hellwave Pack!
  On level 12 he romped upon the Abyssal Plains.
  He slaughtered the beasts living there.
  On level 14 he ventured into the Spider's Lair.
  He cleared the Lair, kickin' serious spider ass!
  On level 15 he assembled a tactical rocket launcher!
  On level 16 he found the Tower of Babel!
  On level 20 he was foolish enough to enter Limbo!
  He managed to escape from Limbo!
  On level 21 he assembled a focused double shotgun!
  On level 21 he found the Revenant's Launcher!
  On level 22 he entered the Lava Pits.
  On level 22 he found the Necroarmor!
  He managed to clear the Lava Pits completely!
  Then at last he found Dis!
  On level 24 he finally defeated the Mastermind.

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

 The missile hits the Spider Mastermind. The Spider Mastermind flinched!
 The missile hits the Spider Mastermind. The Spider Mastermind flinched!
 You prepare the tactical shotgun instantly!
 You prepare the focused double shotgun instantly!
 Boom! You are hit! Boom! Boom! Boom! Boom!
 You dodge! You dodge! Boom!
 You dodge! Boom! You are hit! You dodge! Boom! Boom! You are hit!
 You dodge! You dodge!
 You prepare the tactical rocket launcher instantly!
 You dodge! You dodge! Boom!
 The missile hits the Spider Mastermind. You are hit! You are hit! You are
 hit!
 The missile hits the Spider Mastermind. You are hit! You are hit!
 The missile hits the Spider Mastermind. The Spider Mastermind dies.
 Congratulations! You defeated the Spider Mastermind! Press <Enter>...
 You feel relatively safe now.

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

 115 brave souls have ventured into Phobos:
 58 of those were killed.
 6 didn't read the thermonuclear bomb manual.
 And 6 couldn't handle the stress and committed a stupid suicide.

 45 souls destroyed the Mastermind...
 6 sacrificed itself for the good of mankind.
 24 killed the bitch and survived.
 15 showed that it can outsmart Hell itself.

--------------------------------------------------------------

12
Quote
Setting aside the fact that rocket-jumping near Pain Elementals is risky because you might accidentally kill Lost Souls, why would you want to stop them from spawning Lost Souls?  Pain Elementals are a huge benefit for a Vampyre build, because you can farm them for infinite health!

My first attempt at this (where I was actually using the Chainsaw via Juggler), I nearly lost at Abyssal Plains when I ended up getting overwhelmed against the Agony Elemental and had to retreat away to take it at a much slower pace to win, so I was concerned that with moving so slowly and actually using my fists this time, too many Lost Souls would get spawned and I would lose more health than I gained back. I wasn't concerned with killing Lost Souls with the rocket jumps though, since I made sure to do it when none were onscreen, and their massive fire resistance would protect them from dying if they got caught offscreen by the edge of the explosion.

13
Post Mortem / Re: [H|AoMr+Ao100|93%|YAVP] Sharpshooter grind
« on: January 15, 2018, 05:32 »
Yeah the special levels can be brutal compared to the equivalent depth normal levels, but they're always skippable, so you don't have to do them if it would be too hard/risky. On the other hand, there will certainly be at least a few of them that any run can complete easily or partially complete, so you should always be levelling faster and better prepared in a normal game at equivalent dlevels than you would in Ao100.

14
For my first diamond I decided to go for Strongman Diamond (and in the process get the rest of the Strongman badges that I haven't gotten yet). My first attempt I tried to exploit the Juggler trick of past versions to use melee weapons while my hands were empty, but I wasn't aware that 0.9.9.7 fixed kill attribution so it's properly given to the actual weapon used to kill and not what you had equipped, thus resulting in no Strongman badges when I got to the result screen. In my second attempt, I got to dlevel 14 and decided to try Spider's Lair, for experience and to get some much needed armor shards for my heavily battered armor that I was experiencing a severe drought of. However shortly into it, I decided to equip my Combat Shotgun to help attract/weaken Arachnotrons and shortly after one I was attacking was killed by another behind it while I had it equipped. I wasn't given a definitive answer in my thread asking about fist-only runs if kills are attributed to your equipped weapon when a monster dies by indirect means, but I didn't want to potentially finish the rest of the run for nothing so I gave up there. The third run however was successful.

For my traits I went to Brute 3 immediately, as I really needed that extra punching power and wouldn't be able to activate Berserker with my fists without it anyway. After getting Vampyre I went and picked up two levels of Finesse, as besides providing much needed help to my offensive prowess, being able to get an extra hit or two in would save a lot of retaliatory hits in return and open up Whizkid, saving me more damage than TaN would, and I didn't bother getting the second level of Badass as I figured it would be useless when I could rarely stay above 150% even with Vampyre. After Finesse I went for TaN instead of Whizkid, as I had no worthwhile modding I could do with my armor.

For my progression, I completely skipped Hell's Arena; I figure a single wave was doable, but I didn't want to be left without any means of healing afterward while I would be taking so much unavoidable damage. Chained Court is a given stop, and then fortunately I got Military Base, where I was able to camp out and punch out of the formers with little damage, while the elites provided enough experience to get me to Vampyre before Anomaly. Then Hell's Armory went smoothly, giving me a nice stock of Blue Armors and an onyx mod. Unfortunately I immediately made my Red Armor ballistic, so I couldn't rid myself of armor concerns nor maybe make a Tower Shield that would reduce all melee damage to 1 without berserk for a while. I decided to hold on to it instead of using it on a Blue, in hopes of finding another Red Armor or a good exotic armor (which wouldn't come for a long time). That supply of Blue Armors went away fast even with many power and bulk mods, and my Ballistic Red Armor was perpetually damaged, while new Blues were uncommon and Armor Shards weren't anywhere close to common enough to keep up. I tried Spider's Lair again for those Armor Shards, using a junk Green Armor and then no armor when it got destroyed, but I was able to beat it expending only a single medkit, making Spider's Lair worthwhile. Speaking of medkits, I found a ton of large ones in this run, and despite Vampyre not being able to keep up with the damage I took, I only expended a few throughout the run. Another time I used one was when I had a really close call with a Mancubus in a hallway while wearing the Ballistic Red Armor, where I nearly died but a Berserker proc saved me and left me at 28% health. I also did City of Skulls, having an Invulnerability near the stairs that allowed me to get past the initial ambush without damage, then I used rocket jumps to find more Souls/Elementals before my Invulnerability ran out, and used more rocket jumping while berserk to get near Elementals before they could spawn too many Souls. Did the same for the Agony Elemental, getting in melee range before it spawned anything more than a single Pain Elemental, and then I was able to take it and its spawn out without issue. I got three Hatred Skulls from it, and carried two around for emergencies afterward.

Cybie was a bit troublesome, his rockets were failing to activate Berserker and I was taking a significant amount of damage while my final Blue Armor was getting shredded, so I just ran into his melee range and don the Ballistic Red Armor, using the Chainsaw to weaken him until he was near death and then finishing him off with my fists. Then in the Unholy Cathedral I did the same Chainsaw to near death and then punching strat to kill the AoD, though I left the Scythe behind as I figured it would be too risky to use it over the Chainsaw to weaken the Mastermind. The following Hell levels were rough, with one starting me in a room where the only way out had two Revenants while I lacked any fire resistance. I tried getting through, but after a few rockets that dealt quite a bit of damage but failed to activate Berserker, I used a Homing Phase to get out of there, while next to the stairs was fortunately next to a swarm of Pinkies that allowed me to heal up and get some berserk to clear out a good portion of the map. I skipped the Vaults, as I didn't want to gamble with my lone Phase Device and while lacking fire resistance, and then of course skipped The Mortuary/Limbo, as my fists would have no chance in hell of putting up a remotely reasonable DPS that would allow me to keep up, while it would be extremely risky to try corpse disposing without something inadvertently getting killed while my hands weren't empty. Then finally on the fifth level of Hell, after being about ready to use my Onyx mod on a Blue Armor, I found another Red Armor to use my Onyx on, ending my armor crisis. Also found a Gothic Armor right next to it, ensuring I would be taking 1 melee damage from everything, but I never needed it as I blitzed through the rest of the run with my PO-modded Red Armor and killed the Mastermind without issue. I was going to use a Hatred Skull before going into Dis, but with only a few corpses near the stairs, I ran out before I could even hit the switch.

--------------------------------------------------------------
 DoomRL (0.9.9.7) roguelike post-mortem character dump
--------------------------------------------------------------

 Tyson, level 12 Arch-Vile Colonel Marine,
 defeated the Mastermind at the City of Dis.
 He survived 1799968 turns and scored 176533 points.
 He played for 3 hours, 6 minutes and 49 seconds.
 He wasn't afraid to be hurt plenty.

 He killed 702 out of 702 hellspawn. (100%)
 This ass-kicking marine killed all of them!

 He saved himself 2 times.

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

  Levels generated : 11
  Levels visited   : 7
  Levels completed : 7

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

  Medal of Prejudice
  Sunrise Iron Fist
  UAC Star (bronze cluster)
  Hell Armorer Badge
  Strongman Bronze Badge
  Strongman Silver Badge
  Strongman Gold Badge
  Strongman Platinum Badge
  Strongman Diamond Badge

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

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

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

  Health 108/60   Experience 64787/12
  ToHit Ranged +0  ToHit Melee +8  ToDmg Ranged +0  ToDmg Melee +12

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

  Class : Marine

    Finesse          (Level 2)
    Tough as nails   (Level 2)
    Brute            (Level 4)
    Berserker        (Level 1)
    Whizkid          (Level 1)
    Badass           (Level 1)
    Vampyre          (Level 1)

  Bru->Bru->Bru->Ber->Bad->MVm->Fin->Fin->TaN->TaN->WK->Bru->

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

    [a] [ Armor      ]   red armor [6] (OP)
    [b] [ Weapon     ]   nothing
    [c] [ Boots      ]   tactical boots [0/0] (100%)
    [d] [ Prepared   ]   chainsaw (4d6) (T)

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

    [a] combat shotgun (7d3) [5/5] (T1)
    [b] rocket launcher (6d6) [1/1]
    [c] super shotgun (8d4)x2 [2/2]
    [d] blue armor [4/4] (55%) (P)
    [e] ballistic red armor [4/4] (100%)
    [f] gothic armor [6/6] (200%) (A)
    [g] shotgun shell (x53)
    [h] rocket (x14)
    [i] rocket (x14)
    [j] small med-pack
    [k] large med-pack
    [l] large med-pack
    [m] large med-pack
    [n] large med-pack
    [o] large med-pack
    [p] large med-pack
    [q] large med-pack
    [r] large med-pack
    [s] phase device
    [t] technical mod pack
    [u] agility mod pack

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

    Bullet     - internal 60%   torso 60%   feet 60% 
    Melee      - internal 60%   torso 60%   feet 60% 
    Shrapnel   - internal 60%   torso 60%   feet 60% 
    Acid       - internal 60%   torso 60%   feet 60% 
    Fire       - internal 60%   torso 85%   feet 60% 
    Plasma     - internal 60%   torso 60%   feet 60% 

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

    70 former humans
    67 former sergeants
    32 former captains
    95 imps
    66 demons
    206 lost souls
    27 cacodemons
    22 hell knights
    21 barons of hell
    31 arachnotrons
    5 former commandos
    12 pain elementals
    6 revenants
    16 mancubi
    7 arch-viles
    5 elite former humans
    5 elite former sergeants
    2 elite former captains
    2 bruiser brothers
    1 shambler
    1 agony elemental
    1 Angel of Death
    1 Cyberdemon
    1 Spider Mastermind

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

  He started his journey on the surface of Phobos.
  On level 5 he stormed the Chained Court.
  On level 7 he marched into the Military Base.
  He purified his fellow comrades.
  On level 8 he encountered the Phobos Anomaly.
  On level 8 he assembled a ballistic armor!
  On level 9 he entered Hell's Armory.
  On level 9 he assembled a tactical boots!
  He destroyed the evil within and reaped the rewards!
  On level 11 he arrived at the Containment Area.
  He emerged from the Containment Area victorious!
  On level 12 he found the City of Skulls.
  He wiped out the City of Skulls.
  On level 13 he found the Trigun!
  On level 14 he ventured into the Spider's Lair.
  He cleared the Lair, kickin' serious spider ass!
  On level 15 he found the Butcher's Cleaver!
  On level 16 he found the Tower of Babel!
  On level 17 he invaded the Unholy Cathedral!
  On level 17 he found the Azrael's Scythe!
  He then destroyed the Unholy Cathedral!
  Then at last he found Dis!
  On level 24 he finally defeated the Mastermind.

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

 Boom! You dodge! Boom! You dodge! Boom! You dodge! Boom! You are hit! You
 dodge! Boom! 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 flinched! You need to
 taste blood!
 You need to taste blood!
 You are hit! You are hit! You are hit! You are hit! You are hit! You are hit!
 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 flinched! You're going
 berserk! You need to taste blood!
 You hit the Spider Mastermind. The Spider Mastermind dies. Congratulations!
 You defeated the Spider Mastermind! Press <Enter>...
 You feel relatively safe now.

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

 114 brave souls have ventured into Phobos:
 58 of those were killed.
 6 didn't read the thermonuclear bomb manual.
 And 6 couldn't handle the stress and committed a stupid suicide.

 44 souls destroyed the Mastermind...
 6 sacrificed itself for the good of mankind.
 23 killed the bitch and survived.
 15 showed that it can outsmart Hell itself.

--------------------------------------------------------------

15
Post Mortem / Re: [H|AoMr+Ao100|93%|YAVP] Sharpshooter grind
« on: January 12, 2018, 09:32 »
I think Ao100 is harder than the main game at equivalent dlevels, as without the special levels, you're weaker by about 1-3 levels and lack all the nice guaranteed loot from them, leaving you a lot less prepared when the elite enemies start showing up and making you especially vulnerable to bad RNG in the 6-20 dlevel range. So I do find it unusual you succeeded with your first HMP win on it not only with AoMr, a challenge that leaves you especially weaker in the early game, but also as a Sharpshooter, a build that has it notoriously hard in early levels before you get the master trait. Though finding good exotics compatible with your build early on helps a ton in getting you over the big hump that is the first 20 levels of Ao100.

Also even if you did kill everything, you wouldn't have reached level 25, you just don't get enough experience on HMP or even UV to reach it in 100 levels (unless maybe you're on UV and get many levels containing only boss monsters). You have to play Ao100 on Nightmare, play Ao666, or dual-angel Angel of Darkness with Ao100 to be able to reach level 25.

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