Quick questions thread!

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

Hamster

QuoteModpacks can be added in any order, with the exception: second mod of the same type can be added to armor/boots/melee weapon only when completing an assembly, since those can only accept one mod of a kind at once.
https://drl.chaosforge.org/wiki/Assemblies

So just add three different mods, then second power.

Sereg

Amnesiac, to the best of my knowledge there is no way to disable those effects.

Kref, to fully build out an assembly, you can't begin it until you have the appropriate level of Whizkid. There's a mod cap to any item which takes effect as soon as the first mod is installed, and is based on your Whizkid level at the time(the actual details may be slightly different, but essentially that's how it works).
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Cyberdemon Chaos Colonel

Medals - DRL 27/43 | XA 16/31

Tormuse

(Sereg, I think you misunderstood Kref's question)

Quote from: Kref on December 28, 2016, 06:05I have Wizkid 2 perk, and red armor with power mod installed. I want to get eventually cybernano armor, so I try to install second power mod, but get message "This item can not be modified anymore with this mod!". Whats the matter?

The second power mod has to be the last thing you put on.  The order of the others doesn't matter, but it won't let you put the second power mod on unless you are completing the assembly.

This goes for any armour assembly that has more than one of the same mod, such as antigravity boots, where you need to put the second agility mod on last.
Apostle Chaos Lt. General (0.9.9.7)
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Deathwind

Really dumb question from a returning player, does a sniper mod do anything at all on a shotgun? I don't think it does but just asking for confirmation.
v.997 [16/5/2/0/0]

ZicherCZ

January 10, 2017, 00:00 #1039 Last Edit: January 10, 2017, 00:07 by ZicherCZ
Quote from: Deathwind on January 09, 2017, 23:48Really dumb question from a returning player, does a sniper mod do anything at all on a shotgun? I don't think it does but just asking for confirmation.
IIRC, it doesn't do anything, and I think the game even calls you up on this ("What a waste" or something like that).

Edit: Eh, my mistake, that behavior would be firestorm mod. Sniper mod in itself doesn't do anything, but when combined with another mod (hint, hint) ...
DoomRL 0.997: Cyberdemon Brigadier General - Games: 217, Wins: 2/5/3/6/0, Medals: 18, Specials: 64, Asm: 39, Badges: 19/17/16/5/1/Are you kidding?
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Deathwind

January 10, 2017, 00:11 #1040 Last Edit: January 10, 2017, 00:15 by Deathwind
nope, the gun took it just fine with the normal message and this AoSh is now the 'proud' owner of a "shotgun (8d3) [1/1] (S1)".

edit: Damn, I completely forgot the changed that assembly to use a sniper pack instead of a nano, had I remembered it would have gotten me through the wall...
v.997 [16/5/2/0/0]

DooMBringer

February 17, 2017, 12:17 #1041 Last Edit: February 17, 2017, 12:19 by DooMBringer
Could you advise how completion of Angel of Pacifism is marked in "Difficulty level achievements" section of player stats (part that lists number of wins, deaths and kills on each difficulty)?
Does completing it (detonation of bomb on Mastermind level) counts as Win (partial), death or as win and death at the same time?
Thank you in advance.

Sereg

February 17, 2017, 18:37 #1042 Last Edit: February 17, 2017, 18:39 by Sereg
I *believe* it's counted as a Partial Win... even if you survive killing the Mastermind. I'm quite certain it doesn't count as a standard win just because of the challenge mode, and of course a partial win *is* a death, but for the purposes you're asking about, it's just a partial win. The only question is whether surviving as I did promotes to standard, but I seem to recall reading somewhere that it does not(I don't recall how it affected my stats - that's a rather old mortem from a profile I no longer use).

I suppose you could always go and do some M AoPc runs and see...
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Cyberdemon Chaos Colonel

Medals - DRL 27/43 | XA 16/31

Faintly

May 21, 2017, 14:27 #1043 Last Edit: May 21, 2017, 14:44 by Faintly
Armor/resistances:

is shrapnel damage effected 2 or 3 times by armor?

How does rounding work with resistances?

Does berserk give armor in addition to the resistances?


mods:

Is shotgun spread or falloff affected by sniper or agility mods?

Is storm bolter a bad mod for a standard 6 shot pistol? I thought the ammo capacity would increase but I guess it's more for things like the combat pistol?


future plans/patches:

Is juggler keybinding planned to remain?

Is feature of reloading from the ground planned?

ZicherCZ

Quote from: Faintly on May 21, 2017, 14:27Is shotgun spread or falloff affected by sniper or agility mods?

Not at all. These mods have no effect on shotguns whatsoever, outside of contributing to their assemblies.

QuoteIs juggler keybinding planned to remain?

Is reloading from the ground feature planned?

With the dawn of Jupiter Hell, DRL development looks pretty much nonexistant now, so it's unlikely that you will see such changes anytime soon.
DoomRL 0.997: Cyberdemon Brigadier General - Games: 217, Wins: 2/5/3/6/0, Medals: 18, Specials: 64, Asm: 39, Badges: 19/17/16/5/1/Are you kidding?
Jupiter Hell: Inner Circle - first tech build reached and working

Faintly

May 21, 2017, 14:41 #1045 Last Edit: May 21, 2017, 14:43 by Faintly
thanks!

about juggler, I'm still curious what the intention hypothetically would be.

_

I edited in some questions that I thought of after posting but before I saw your reply.

ZicherCZ

May 21, 2017, 15:09 #1046 Last Edit: May 21, 2017, 15:10 by ZicherCZ
OK, I'll try to answer the other questions as well:

- Shrapnel damage is affected once by resistance and twice by protection (thats what you probably mean by "armor"). IIRC, no monsters have inherent shrapnel resistance, but some monsters can pick up and wear armors with such a resistance.

- Resistance seems to round the damage taken to the nearest integer (this took quite a bit codediving to find out, and I hope I understood it properly :) ).

- Berserk gives no protection (if that is what you mean by "armor"). 60% resist all is powerful in and of itself.

- Storm bolter: What do you mean? Ammo capacity does increase with this assembly by 50%.
DoomRL 0.997: Cyberdemon Brigadier General - Games: 217, Wins: 2/5/3/6/0, Medals: 18, Specials: 64, Asm: 39, Badges: 19/17/16/5/1/Are you kidding?
Jupiter Hell: Inner Circle - first tech build reached and working

Faintly

May 21, 2017, 21:20 #1047 Last Edit: May 21, 2017, 21:24 by Faintly
thanks. Yes I meant protection by armor (flat minusdamage), and with the storm bolter pistol I suppose I expected more as 9 shots isn't exactly a lot when you're firing 2 at once at -2 accuracy. -Even on a gun kata build* it seemed like not enough shots. Might be better with some levels in son of a bitch as well as of a gun. I'm sure it's very strong on combat pistol.

* though in retrospect maybe I shouldn't have got whizkid at all, seeing as it requires 2 levels of finesse which is irrelevant when you use the kata attack, and doesn't help with the ammo-in-gun bottleneck.

edit: and double thanks for source diving!

ZicherCZ

In fact, storm bolter might be _weaker_ on combat pistol, due to knockback coming into effect at 12 damage. If the first bullet causes knockback, the second bullet might simply fail to target the knocked-back creature and automatically miss.

With SoG3 (a standard for pistol builds) this is not an issue for standard pistols, causing 11 damage per bullet at most. With a combat pistol, the maximum damage is 12. And that's not counting ranks in SoB, which stress the problem even further.

To say it in a diplomatic matter - in my humble opinion, storm bolter is one of the less useful assemblies.
DoomRL 0.997: Cyberdemon Brigadier General - Games: 217, Wins: 2/5/3/6/0, Medals: 18, Specials: 64, Asm: 39, Badges: 19/17/16/5/1/Are you kidding?
Jupiter Hell: Inner Circle - first tech build reached and working

Faintly

May 27, 2017, 07:53 #1049 Last Edit: May 27, 2017, 08:03 by Faintly
If the arena master staff targets two adjacent enemies, do they both get hit twice? (AoE)



I like the mod on combat pistol if you're dual wielding and your other pistol is a pistol because it aligns the amount of trigger pulls to deplete the weapon so the extra capacity doesn't go to waste anymore. -Normally to fire twice as many bullets you have to reload more often. it's not the case when your other pistol is a normal pistol. Though I have since found out that with SoG 4/5 fire speed becomes insane anyway.