peach freak Posted July 22, 2013 I was on the Skill Level page on Doomwiki. I noticed that in skill 1, ITYTD, all damage is halved (which I imagine that means you could take just 1/3 of possible damage with a green armor and 1/4 with a blue armor on ITYTD). However, for skills 2-5, no other comments about damage were made. So does that mean if you're playing on skill 2, HNTR, you will take exactly the same amount of damage that you normally would on say, UV (despite the fact that HTNR is referred to as an "easy skill level" and UV as "hard")? Or are there lower probabilities for higher damage the lower the skill level? Thanks. 0 Share this post Link to post
MFG38 Posted July 22, 2013 Damage is only halved for ITYTD. It's normal 100% on all other difficulties, I'm assuming due to HNTR-UV being different in terms of monsters spawned in the map when it's loaded. 0 Share this post Link to post
Cacatou Posted July 22, 2013 Another question about this: Would telefrag damage be reduced to 5000 in ITYTD. 0 Share this post Link to post
scifista42 Posted July 22, 2013 Probably yes, but I don't know, anyway it is redundant as even if it was 5000, IDDQD wouldn't save you from death when telefragged. peach freak: It's what MFG38 said, damage on HNTR/HMP/UV/NM doesn't anyhow differ, the only thing that differs is thing/monster placement between HNTR/HMP/UV, and that special Nightmare behaviour (double ammo like ITYTD, fast+respawn monsters, otherwise like UV). 0 Share this post Link to post
Maes Posted July 22, 2013 scifista42 said:Probably yes, but I don't know, anyway it is redundant as even if it was 5000, IDDQD wouldn't save you from death when telefragged. Which leads to the following interesting point: a monster dehacked to have over 5000/10000 HP, would survive telefragging. Would it and the attacker then remain stuck on the teleporter? 0 Share this post Link to post
Cacatou Posted July 22, 2013 ^Exactly why I was asking. I realize that IDDQD only prevents 1000 damage but 5000 would be extremely close to a cyberdemon's health and if for instance a player class were to have 6000 health it might be able to survive telefragging. As for monster telefragging wouldn't the damage remain 10000 no matter what skill level? 0 Share this post Link to post
scifista42 Posted July 22, 2013 http://speedy.sh/bXn9M/survtele.zip Each of the monsters has 15000 health. I tested it with PrBoom-plus and Zandronum. In Zandronum the Cyberdemon dies. In PrBoom not, and even on ITYTD. PrBoom also once crashed after I started new game from menu (ITYTD) and went to the teleporter. EDIT: I'm sorry if you cannot download it, something seems to be with speedyshare, at least for me. Even reuploading didn't help. 0 Share this post Link to post
Avoozl Posted July 23, 2013 peach freak said:(despite the fact that HTNR is referred to as an "easy skill level" and UV as "hard")Difficulty doesn't necessarily have to be damage based, for Dooms sake it's monster type and count based. 0 Share this post Link to post
vdgg Posted July 23, 2013 On skill 1 a telefragged player loses 5000 health, checked with PrBoom+. (post edited because at first I didn't understand and was checking telefrags inflicted by the player, which are 10000 of course regardless of the skill setting) Pictorial: [1][2][3][4] 0 Share this post Link to post
printz Posted July 23, 2013 Maes said:Which leads to the following interesting point: a monster dehacked to have over 5000/10000 HP, would survive telefragging. Would it and the attacker then remain stuck on the teleporter? Well, it's very easy to have a scenario with 15000 or 20000 health monsters. Don't put them in a place where you can teleport, because it's very awkward when it happens. 0 Share this post Link to post