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Author Topic: (0.9.9.7) [N!|AoP + AoRA|62%|YAVP] - Inquisitor Angelic achieved in 0.9.9.7!  (Read 610 times)

Omega Tyrant

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  • First to win Inquisitor and Eagerness Angelic
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Like with Eagerness Angelic, I previously won the never-achieved-in-0.9.9.7 Inquisitor Angelic Badge twice, first in the initial 0.9.9.9 beta when I started doubting its perceived impossibility and wanted to see how it was like firsthand, and then in 0.9.9.8 outright. However, as explained in thread for my recent Eagerness Angelic run in 0.9.9.7, in those versions I was helped significantly by a dodging bug that essentially gave you a 95% dodge rate against everything no matter your HR levels, which I've come to realize made 0.9.9.8 a lot easier, especially in a challenge where health is so limited and you're trying to rush through the game. Additionally I used the Marine, where in those versions he had inherent 20% energy resistances that proved rather OP, especially when stacked with berserk's +60% resistances, OP enough that both the Marine and berserk would later get their resistances nerfed in 0.10. As such, I've come to feel that winning Inquisitor Angelic in 0.9.9.8 is rather tainted, and so wanted to show I can win it without the aid of a major bug and a class with OP tankiness, while like with Eagerness Angelic, I wanted to prove definitively that Inquisitor Angelic was very possible even back in 0.9.9.7 before all the major mechanical and balancing changes made in 0.9.9.8 and beyond.

When it came to the build I would use for this badge in 0.9.9.7, I of course go with the Scout instead of the Marine; without any inherent resistances, the Marine isn't taking any less damage throughout the game, and while the extra 10 max HP would be nice to get more health from your crucial medkits, it wouldn't make up for all the extra damage I'm avoiding with the Scout's 10% speed bonus (as well as said speed bonus giving more leeway with actually finding and getting to the stairs in time). I still go with the same starting seven traits though in the same exact order; Fin -> HR -> Rel -> HR -> Bru -> Bru -> Ber. The attack speed boost is obviously useful for a much needed combat boost, but I particularly open with it instead of HR to increase the chances that I get the small medkits in Phobos Base Entry from the formers (if you don't get both, you should just Q+Y out, you'll probably need every single medkit you can get your hands on in this challenge). After Fin is the obvious HR, and then maybe surprisingly I still go with Reloader despite this being 0.9.9.7 with the crappy unbuffed Reloader; going with the second level of Finesse could work and may be arguably better, but I felt "rounding out" the shot and reload time of the Shotgun was the way to go, as aside from giving a slightly better edge in total shot and reload time of the Shotgun, it also gave me more safety in situations where an enemy pops at a bad angle after I shoot (it'll also make a bigger difference with the Rocket Launcher later in the game that has a much longer reload time, and would give me greater leeway to get away with doing full reloads with the Combat/Tactical Shotgun when berserked to preserve my berserk actions). Then it's HR2; while I want Berserker ASAP, it's absolutely necessary to get HR2 before Anomaly, otherwise you're going to take too much damage or die there without a rocket launcher that you likely won't have or a lucky phase device. After that it's Berserker ASAP, which is going to be needed to survive the later floors and get past the Cyberdemon with so little armor + healing and not many levels. I deviate compared to the 0.9.9.8 run though with getting TaN instead of Ironman after Berserker; even without the physical resistances that Ironman gives in 0.9.9.8 onward, it would have been useful to squeeze more health from the scarce amount of medkits you get, but each level of Ironman makes it increasingly more difficult to trigger Berserker from getting hit (as 0.9.9.8 exclusively has Berserker's trigger based on nominal HP while all other DRL versions make it based off your actual max HP), which will result in me losing more relative health from big hits and make it a lot less reliable to intentionally trigger Berserker with face rockets (something I make use of a lot throughout the run). As such, TaN is the much better durability boosting trait here even without it giving energy resistances like it does in 0.10-onward, and it's especially needed given the difficulty of maintaining armor in a challenge where you can't repair armor normally. I then only get one more level after for Fin2, so no Brute 3, WK, or Juggler that I may have considered if I got more levels.

As for the general strategy, it's still pretty much the same; I enter Hell's Arena to clear out the first wave for some extra easy HP and then get out, stop by Chained Court for the Chainsaw and my one free full heal but don't release any of the Barons, and then only enter special levels after that point if they offer you a quick safe escape, except for maybe Deimos Lab for some safe EXP and to gamble with the crates having medkits, or a couple other special levels where you can safely trade a Homing Phase for some nice rewards. The rest of it is getting enough luck and a healthy dose of just "gitting gud", getting through levels fast while avoiding taking too much damage, and after you find the stairs, appropriately judging the risk/reward between exploring more for more EXP and finding some helpful stuff, or just getting out then and there. The nice thing about Inquisitor Angelic compared to Eagerness Angelic is that kill percent does not matter at all, so once you find the stairs you can just dip out of any tough level, and Berserker is all you really need to get past the Cyberdemon, while you don't even need to beat the Mastermind since you can just wait out the nuke timer there when a partial win still rewards the badge. That doesn't mean you stair dive though; as mentioned you need HR2 before Anomaly, the sooner you get Berserker the better as it'll greatly increase your chances of surviving Deimos floors full of VMR, any additional levels after that increases your chances of surviving tough Deimos and Hell floors, and I mean it when I say you'll need nearly every medkit and decent armor you can find, so not exploring floors enough may leave your resources too deficient to survive difficulty floors later.

Unlike the Eagerness Angelic 0.9.9.7 run that took me a few dozen tries, Inquisitor Angelic here took me... only three real attempts (not counting a few runs I Q+Y'd on Phobos Base Entry, or in one instance, accidentally run -> waiting too much and setting off the nuke on Phobos Base Entry), not only a lot less than the aforementioned Eagerness Angelic run took but also surprisingly a lot less than the Inquisitor Angelic runs i did in the 0.9.9.9 beta and 0.9.9.8 versions that each took a dozen. I wouldn't say Inquisitor Angelic was actually easier in 0.9.9.7, but I managed to get some fortunate luck without too many attempts. Such fortunate luck includes; a vault on Phobos 2 with a Power mod i was able to retrieve and immediately put on my Shotgun (as I learned in my 0.9.9.7 Quartermaster Diamond run a couple years ago, just putting an early Power mod on a Shotgun is very useful for significantly increasing the chances of you one-shotting the small fry at farther distances and killing the bigger enemies before they reach you), finding a radsuit on Phobos 5 that I could then use to retrieve the mods in Chained Court without having to hit the levers, only having to burn a single medkit in Phobos Anomaly, getting a Rocket Launcher in early Deimos, getting an easy Lost Soul + Pinky + Caco cave in Deimos and then an even easier Pinky cave after that also had two fresh Red Armors, and no mazes in Deimos nor Hell. Some things were rather unlucky, notably I never found a single unique nor any exotics aside from the guaranteed Chainsaw, guaranteed BFG, and a Hatred Skull I couldn't do much with, I never found any Bulk mods and so couldn't build a Nanofiber Red Armor to ensured I always had a decent armor (but the game giving me several uncontested Red and Blue armors throughout the run meant I never had to run around in Green Armor or nothing after Phobos), I never found a second Agility mod to make Tactical Boots, and I was never doing too good on medkits. I in fact did run out of medkits mid Hell and felt the run was maybe not going to close it out, but then Hell 5 gave me a Nightmare Demon cave, which would normally be a terrible thing, however with berserk and Nightmare Demons not yet having their fluid immunity they would get in 0.9.9.8, I was able to kill them without taking an excessive amount of damage after luring them into a corner with lava puddles and the floor had several Small Medkits with no Formers nor Nobles around to take them. Hell 7 then had an uncontested Large Medkit at the start to seal the deal for me, and with my Phase Devices I was able to immediately get near the stairs to ensure victory with no fear of suddenly dying trying so (there was a Baron, Mancubus, and Archvile near the stairs that battered me a bit, but with the Plasteel Boots I was able to power through them to the stairs without being beaten around too much). I also had a Homing Phase that I would use in Halls Of Carnage to get the BFG there, which I'm not sure was worth it as I did get in a bad spot in early Hell in an open room with a large amount of Barons, but a Phase Device was able to get me out of that and the BFG was pretty useful to help me get through an Arachnotron cave on Hell 6 without taking a lot of damage.

Now here is the mortem:

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

 ONLYMEDKITS3, level 10 Cyberdemon General Scout,
 defeated the Mastermind at the City of Dis.
 He survived 38939 turns and scored 517795 points.
 He played for 48 minutes and 11 seconds.
 He opposed the Nightmare!

 He killed 684 out of 1098 hellspawn. (62%)
 He was an Angel of Purity!
 He was also an Angel of Red Alert!

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

  Levels generated : 11
  Levels visited   : 5
  Levels completed : 0

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

  UAC Star (silver cluster)
  Minor Icarus Cross
  Inquisitor Angelic Badge

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

  ###########################################################
  #######................................####################
  ######...............####...............###################
  #####.......####.....####.....####.......##################
  ####........####.....####.....####........#################
  ###.........####.....####.....####.........################
  ##..........####..............####..........###############
  #............................................##############
  #....####............................####....##############
  #...&####............................####..0.##############
  #....####.....................%......####....##############
  #....####.....................X......####....##############
  #............................................##############
  ##..........####..............####..........###############
  ###.........####.....####.....####.........################
  ####........####.....####.....####........#################
  #####.......####.....####.....####.......##################
  ######...............####...............###################
  #######................................####################
  ###########################################################

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

  Health 15/50   Experience 48396/10
  ToHit Ranged +0  ToHit Melee +4  ToDmg Ranged +0  ToDmg Melee +6

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

  Class : Scout

    Finesse          (Level 2)
    Hellrunner       (Level 2)
    Tough as nails   (Level 2)
    Reloader         (Level 1)
    Brute            (Level 2)
    Berserker        (Level 1)

  Fin->HR->Rel->HR->Bru->Bru->Ber->TaN->TaN->Fin->

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

    [a] [ Armor      ]   red armor [2/4] (33%)
    [b] [ Weapon     ]   chainsaw (4d6) (T)
    [c] [ Boots      ]   plasteel boots [2/2] (100%)
    [d] [ Prepared   ]   nothing

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

    [a] shotgun (9d3) [1/1] (P1)
    [b] tactical shotgun (8d3) [5/5]
    [c] rocket launcher (6d6) [1/1]
    [d] BFG 9000 (10d6) [60/100]
    [e] blue armor [2/2] (100%)
    [f] blue armor [2/2] (100%)
    [g] blue armor [2/2] (100%)
    [h] red armor [4/4] (56%)
    [i] shotgun shell (x50)
    [j] shotgun shell (x50)
    [k] shotgun shell (x50)
    [l] shotgun shell (x46)
    [m] shotgun shell (x50)
    [n] rocket (x10)
    [o] rocket (x10)
    [p] rocket (x3)
    [q] small med-pack
    [r] large med-pack
    [s] phase device
    [t] phase device
    [u] steel boots [1/1] (71%) (A)

-- 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 95% 
    Fire       - internal 60%   torso 72%   feet 85% 
    Plasma     - internal 60%   torso 60%   feet 60% 

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

    79 former humans
    69 former sergeants
    21 former captains
    80 imps
    42 demons
    288 lost souls
    22 cacodemons
    3 hell knights
    11 barons of hell
    11 arachnotrons
    7 former commandos
    16 pain elementals
    1 revenant
    8 mancubi
    6 arch-viles
    18 nightmare demons
    1 Cyberdemon
    1 Spider Mastermind

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

  He started his journey on the surface of Phobos.
  On level 2 he entered Hell's Arena.
  He saw, left a present and left.
  He left level 3 as soon as possible.
  On level 5 he stormed the Chained Court.
  On level 7 he assembled a tactical shotgun!
  On level 8 he encountered the Phobos Anomaly.
  On level 14 he ventured into the Halls of Carnage.
  Level 15 was a hard nut to crack!
  On level 16 he found the Tower of Babel!
  Entering level 17 he was almost dead...
  He left level 17 as soon as possible.
  On level 19 he entered the Vaults.
  He came, he saw, but he left.
  On level 21 he stumbled into a nightmare demon cave!
  On level 22 he arrived at Mt. Erebus.
  He decided it was too dangerous.
  Then at last he found Dis!
  On level 24 he finally defeated the Mastermind.

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

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

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

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

 68 souls destroyed the Mastermind...
 6 sacrificed itself for the good of mankind.
 35 killed the bitch and survived.
 27 showed that it can outsmart Hell itself.

--------------------------------------------------------------
Logged
0.9.9.8 Badges - [26|26|26|18|6|2] (26/26/26/25/9/4 in 0.9.9.7)
0.9.9.8 Medals - 44/50 (35/43 in 0.9.9.7)
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