About the berserk pack

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wildweasel
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Re: About the berserk pack

Post by wildweasel »

NeuralStunner wrote:
printz wrote:[Doom Wiki quote]
... So what's your point?
Hexen Manual wrote:These Bracers give you a temporary (time-based) boost of 4 points to your Armor Class.
Except that, in practice, they're not technically time-based, in that you could use one, then go sit around in a corner indefinitely and they'd never just wear off on their own.
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Re: About the berserk pack

Post by Gez »

Yep. There's pretty much nothing temporary about them in Hexen (or in ZDoom). They just increase by one each part of your armor rating (+1 to helmet, shield, amulet and shirt; so +4 total).
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Re: About the berserk pack

Post by printz »

NeuralStunner wrote:
printz wrote:[Doom Wiki quote]
... So what's your point?
I placed the Doom wiki quote there, so you can discuss it. I didn't pretend to know it for sure, and it is great for me to know that they are permanent, because I used to think the opposite, and NOT use them the instant I was finding them :)
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Re: About the berserk pack

Post by Project Shadowcat »

So why were you taking this stance over and over like you were trying to correct someone? Are you argumentative by nature or something?
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Re: About the berserk pack

Post by Amuscaria »

So how much damage does the punch do with berserk? I'm guessing it's over 100?
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Re: About the berserk pack

Post by InsanityBringer »

20-200, in increments of 20. normally it does 2-20 in increments of 2
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Re: About the berserk pack

Post by NeuralStunner »

Gez wrote:Yep. There's pretty much nothing temporary about them in Hexen (or in ZDoom). They just increase by one each part of your armor rating (+1 to helmet, shield, amulet and shirt; so +4 total).
By nature of this, you can use them repeatedly from starting armor and get a full AC.

It would be a nice supplementary artifact if not for the frustrating rarity of Armor in Hexen maps. :?
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Re: About the berserk pack

Post by printz »

Project Dark Fox wrote:So why were you taking this stance over and over like you were trying to correct someone? Are you argumentative by nature or something?
Sorry if it sounded annoying, well... I wasn't that sure either and never got to verify it during the game... But the statement in the wiki needed to be brought up. Initially I intended to correct him but I had no proof...
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Re: About the berserk pack

Post by Amuscaria »

InsanityBringer wrote:20-200, in increments of 20. normally it does 2-20 in increments of 2
The punch does 2D10 damage? I've never been able to kill a zombie guy with 1 punch. So i assumed it was the same damage as the hitscan's 5D3.
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Re: About the berserk pack

Post by InsanityBringer »

It can happen -- not very often though, given that it's only a 1/10th chance (which is actually pretty low if you think about it :P)
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Re: About the berserk pack

Post by NeuralStunner »

Eriance wrote:The punch does 2D10 damage? I've never been able to kill a zombie guy with 1 punch.
More correctly, 1d10*2. That's a 10% chance of one-hit K.O. I almost never see it either.

Interesting that they gave it a small potential boost over a bullet, although the minimum is lower too. Personally I wish all weapons had a finer damage spread (half to full, increments of 1).
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Re: About the berserk pack

Post by wildweasel »

NeuralStunner wrote:
Eriance wrote:The punch does 2D10 damage? I've never been able to kill a zombie guy with 1 punch.
More correctly, 1d10*2. That's a 10% chance of one-hit K.O. I almost never see it either.

Interesting that they gave it a small potential boost over a bullet, although the minimum is lower too. Personally I wish all weapons had a finer damage spread (half to full, increments of 1).
Doom's random number generator tends to prefer median numbers over the extremes, so I'd say the chance of a one-hit zombie knockout might actually be lower than 10%. (Aren't RNG's fun? =P)
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Re: About the berserk pack

Post by disposable_username2 »

wildweasel wrote:Doom's random number generator tends to prefer median numbers over the extremes
[citation needed]
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Re: About the berserk pack

Post by Amuscaria »

There's another issue regarding doom damage and Zdoom damage. IIRC, I could always kill a Cacodemon with 2 SSG blasts in Classic doom and older ports. But the newer version of Zdoom seems to do less damage for the weapons.
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Re: About the berserk pack

Post by InsanityBringer »

This is due to the RNG changing. Doom's RNG was more likely to churn out higher values, which made the SSG feel much stronger (this is commonly noticed by DM players) while Zdoom has a different range.
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