Quick questions thread!

Started by bleak, February 27, 2011, 14:19

shark20061

It "works" with all projectile attacks except shotguns, but the chance varies depending on the attack and it won't be effective versus all of them.
Hell Knight Warrant Officer (0.9.9.4)  [26!/8/3/1/0]

Mancubus 2nd Lieutenant (0.9.9.6)  [22/12/3/0/0]
M:16 S:43 (126) A:17

Ashannar

March 30, 2012, 11:26 #406 Last Edit: March 30, 2012, 11:47 by Ashannar
Yep, dodge works with hell baron, hell knight, cacodemon, imp, former human, commandos, captains, and mancubi projectiles (though they fire a spread of rockets that is incredibly difficult to dodge). Many of these projectiles have splash damage, which dodge does not protect against, so be careful.

Dodgemaster is a bit different than straight up dodge — if you move and then immediately, say, four projectiles are shot at you afterward, the guaranteed dodge only works on the first (and only if you angled the sidestep correctly). So you'd then have 3 more chances to be hit. But your normal dodge chance will still work against those. Note that dodge chance is completely separate from movement speed. (It just doesn't show up on your character info screen.)

Arch-Vile blasts can be 'dodged,' but it's actually a matter of how fast you move. Their attacks are targeted at you, but you have a little time to move out of the way. You'll probably get hit unless you're very fast.
Hell Baron Major (0.9.9.7) 22 18 12 1 0 0

Klear

Quote from: Perfectblue on March 30, 2012, 10:57In addition, do perks such as hellrunner that increase dodge chance work on visible projectiles such as an imps fireball or cacodemons projectile attack?

They work only for the visible projectiles, but almost all attacks are "visible projectiles", including the former human's pistols. Unless I'm forgetting something, the only things you cannot dodge are shotguns and melee attacks.

Additionally, you can dodge arch-viles' blasts and revenant's rockets, but they will still hit you with splash damage.
Arch-Vile Mjr General [24/19/18/8/2] (0.9.9.7)

Quote from: thelaptopDude... we need to change your forum handle from "Klear" to "Klear Nukem".

Perfectblue

Thanks again everyone for the indepth replies. My last question is in regards to assemblies. I though I recall reading somewhere here on the forum once you had figured out an assembly it would save it in a list somewhere for use with all your characters from that point on. Is this correct, and if so where do I access this information?

Thanks

Klear

A (that is, shift+a). When you find scematics or assemble something for the first time, it will be added to the list for future reference and you won't find these schematics again.
Arch-Vile Mjr General [24/19/18/8/2] (0.9.9.7)

Quote from: thelaptopDude... we need to change your forum handle from "Klear" to "Klear Nukem".

Perfectblue

March 30, 2012, 19:00 #410 Last Edit: March 30, 2012, 19:12 by Perfectblue
Thanks Klear. In the trait menu on the advanced traits most of them have requirements and block. Under the block category it lists various other skills and some are colored white others are red. If a skill is listed under a certain color as "block" does that mean it disables that particular skill?

I am assuming a skill marked blocked in red means that skill is disabled. And if thats the case its somewhat discouraging because there is not as much room to customize your traits.

shark20061

All traits listed under Blocks cannot be taken if you plan on getting that master trait.  A blocked trait shown in red means that you already have points in it, and therefore don't meet the requirements of the master trait you're looking at.
Hell Knight Warrant Officer (0.9.9.4)  [26!/8/3/1/0]

Mancubus 2nd Lieutenant (0.9.9.6)  [22/12/3/0/0]
M:16 S:43 (126) A:17

Pricklyman

Yeah, as shark said, the skill is disabled only if you decide to get that master trait. Essentially, this is to prevent OP builds which result is...if you took both.

For example, most shotgun masters block Eagle Eye, because there is really no reasoning behind a shotgunner who can also (adequately) handle a chaingun or pistol. (Also, it's OP to specialise in shotguns and chainguns...and have a master in one! =P)

Matt_S

It's sort of interesting from a design perspective which traits are blocked.  Some stronger masters (Ammochain, Malicious Blades, and Sharpshooter come to mind) block traits that would be really helpful, while "weaker" traits block things that aren't as big of a deal relatively speaking.

Ashannar

..which doesn't really follow in my case, since I consider cateye to be the most powerful master, yet it blocks nothing I generally want to take.
Hell Baron Major (0.9.9.7) 22 18 12 1 0 0

skarczew

What is the Arena Master id for sound.lua / soundhq.lua file?

Perfectblue

Question regarding armor and resistances.

Often times I am in the lower levels of Phobos and I will find Green Armor. Green armor only has 2 resistances (bullet and shrapnel 15%) but I still seem to notice improved damage protection against many enemies I wouldn't expect to such as Imp (fire damage), Cacodemon (plasma) and so on. So I am a bit confused on the armor damage mitigation mechanic. I am assuming armor protects against every form of attack, but armor sets have additional resistance to specific attacks. For instance Blue Armor will protect against every attack in the game but have additional resistance to Plasma (20%).

Is this correct?



 

Matt_S

There's the protection value of armor (the number in square brackets, which is reduced for damaged armor), which is the amount of damage that gets reduced by pretty much all attacks.  The exceptions are plasma damage, where only half of the protection value (rounded down I think) is taken off the damage, and shrapnel, where double the protection gets taken off.  There's also the piercing damage type which I'm pretty sure only the player can get through some special things.  So green armor cuts 1 point of damage off of most attacks, but I don't think it will do anything for plasma damage from cacodemons.

shark20061

Quote from: skarczew on March 31, 2012, 15:54What is the Arena Master id for sound.lua / soundhq.lua file?

Fittingly, the id for the Arena Master is "arenamaster".
Hell Knight Warrant Officer (0.9.9.4)  [26!/8/3/1/0]

Mancubus 2nd Lieutenant (0.9.9.6)  [22/12/3/0/0]
M:16 S:43 (126) A:17

skarczew

Quote from: shark20061 on March 31, 2012, 22:50Fittingly, the id for the Arena Master is "arenamaster".
thanks, I have tried "arena", "master", "arena_master" - and nothing worked :P .