YTread Logo
YTread Logo

Enemy Health, Damage and More

Jun 09, 2021
Let's discuss a simple topic for once,

enemy

attributes, since we all know that each

enemy

has its own

health

and speed

damage

output, but there are some attributes that you might not have known about. Let's review all of them. Health. This is the obvious one with which the enemy appears. a

health

value and when it drops below 1, the enemy dies speed the movement speed of an active enemy width the width of an enemy user collision not all enemies fit into a small pitch after all height this may sound a bit puzzling because doom is a 2d or a 2.5d game true or even a 1.5d according to sandy we don't have an upstairs because doom isn't real 3d it's like a d and a half if that were the case how come projectiles can fly over your head? or how come you can jump over objects?
enemy health damage and more
What about tall enemies who can't walk into this tunnel? Yes, height is a fatal thing and is used for collisions. Mass is used for physics, especially when shooting demons. Lighter enemies are knocked down much

more

. That heavy kids paint the probability of each bullet or projectile hitting the enemy. A dice roll is made to determine if an enemy will play the pain animation for them. Please note that the amount of

damage

caused is irrelevant. A pistol shot has the same possibilities as a plasma shot. vault but the shotguns fire multiple paddles with each paddle rolling the dice increasing the odds pain time the amount of time the enemy spends during their pain animation there are

more

attributes out there but they are not interesting for this video most of them have to see with sound effects and state machines and most of them are covered in the AI ​​video.
enemy health damage and more

More Interesting Facts About,

enemy health damage and more...

I highly recommend watching that video first, as it gives you an idea of ​​what things like melee and ranged attack statuses really mean. Anyway, enough talking, let's take a look at those enemies. Statistics, the zombie man was considered the weakest enemy in the game with his very low health speed and damage output health 20 speed 17 units per second with 40 map units height 56 ​​map units mass 100 paint chance around 80 per cent paint time around 170 milliseconds he has without melee attack, his ranged attack is a single shot fired from his assault rifle. The bullet deals between 3 and 15 damage and multiples of 3.
enemy health damage and more
The maximum horizontal dispersion angle of the bullet is approximately 22 degrees. It can also be splintered, but for more information on that, I recommend giving jibs video a slight upgrade over zombie man, especially in terms of damage, health, speed 30 around 93 map units per second with 40 map units , height 56 ​​map units, mass 100, paint probability around 68, paint time around 170. milliseconds has no melee attack the shotgun's attack is a shotgun the shotgun fires three paddles and each paddle deals between 3 and 15 damage in multiples of 3. That means a single attack can deal up to 45 damage if rng hates you, each paddle has the same horizontal spread as the zombie man's attack the chain gunner everyone's favorite big boy hit the health of the scanner 70 speed around 93 map units per second with 40 bump units height 56 ​​map units mass 100 payout chances around 68 payout time around 170 milliseconds has no melee The chain gunner's attack is identical to the of the zombie man, the same spread and the same damage from 3 to 15 pairs of bullets and multiples of 3.
enemy health damage and more
Fire at a speed of almost 8 shots per second for every 2 shots the game checks if the target is still. on the chain in its line of sight, if not, it stops firing, although there is a random chance of about 15 percent that the chaingun will ignore this check entirely and fire two additional shots even if the target is behind the wall In theory, if your blocking is just terrible, a chain gunner could skip the check many cycles in a row and come in the moment you look around the corner, the imp, the most basic projectile-throwing enemy in the game, health, 60 speed, 93 map units per second, with 40 map units, height, 56 map units. mass 100 paint chance about 80 percent paint time about 150 milliseconds the m's melee attack deals between 3 and 24 damage in multiples of 3. its ranged attack is a fireball that deals the same amount of damage. damage the projectile travels at 350 map units per second. a width and height of 12 and 8 map units respectively when played in nightmare or with fast monsters enabled the projectile speed increases to 700 minutes per second pinky demons that only exist to limit or block your movement health 150 speed 175 map units map per second with 16 units up height 56 ​​map units mass 400 paint possibilities approximately 70 game time around 150 milliseconds the little finger's melee attack causes between 4 and 40 damage and multiples of 4 and has no ranged attack when played in nightmare or with fast monsters enabled your speed will increase to a whopping units per second and the paint time will be halved to around 57 milliseconds, plus people keep asking me why I never use the chainsaw on sterilized pinkies.
Well, I wonder, the specter is the same as the pinky but with an added invisibility flag. set apart from that exactly the same as the little finger, so moving according to the law saw a unique enemy in the sense that it becomes its own projectile health 100 speed 47 map units per second with 32 map units height 56 ​​units of map mass 50 paint probability 100 paint time around 170 milliseconds Technically speaking, the lawful saw has no melee attack since it becomes its own projectile when it uses its ranged attack, the damage caused when hitting you is between 3 and 24 and multiples of 3. his charging speed is 700 units per second, the lost souls ai is a bit weird and his charge attack stops by eye to play again on the ground, check out that ai video to get more information. the caco demon is an imp but he flies health speed 400 93 map units per second with 62 map units height 56 ​​map units mass 400 paint probability 50 paint time about 345 milliseconds believe it or not, but technically speaking, the Caco demon has no melee attack, yes he can bite you, but that's only because you were too close when he went for his projectile.
There's a reason why demons that have a melee attack constantly attack you when you're close and kakko demons don't. His jump attack deals between 6 and 60 damage in multiples of 6. But the lack of a melee status actually alters Kakurim's ranged attack in the way I mentioned in the AI ​​video, if an enemy lacks of a melee attack, he will use his ranged attack more often than demons who have both a melee and ranged attack, in a way that makes Kakuriman more aggressive than we'd say. an nfl bear, the cacodemon projectile deals between 5 and 40 damage in multiples of 5 and travels at 350 mega units per second has a width and height of 12 and 8 map units respectively when played in nightmare or with fast monsters enabled, the speed of the projectile increases to 700 units per second the cacodemon is also the only enemy in the game that has two paint squares instead of one the hell knight is like an imp but with slightly higher health 500 speed 93 map units per second width 48 map units height 64 map units mass 1000 painting possibilities around 17 painting time around 150 milliseconds its melee attack deals between 8 and 80 damage and multiples of 10 one of the most devastating attacks in the game the Hell's Night ranged attack deals between 8 and 64 damage in multiples of 8.
The projectile travels at 525 units per second and has a width and height of 12 and 8 map units respectively when playing Nightmare or with fast monsters enabled, the projectile speed increases to 700 units per second, the Hell Baron, an even larger imp and practically the same as the Hell Knight, except for his health, which is 1000 instead of 500. The Arachnotron, a white turret that turns the room into a Japanese Bullet Hell game. Health 500, speed 140 units per second with 128 map units, height 64 map units, mass 600. paint chance 50 play time around 170 milliseconds has no melee attack the erector trunks fire plasma beams that cause between 5 and 40 damage in multiples of 5.
They travel at 875 map units per second and have a width and height of 26 and 8 respectively. The hierarchy trans will not stop firing until you break their line of sight, as will the gunners in chain, there is a chance that they will continue shooting even when the target is behind the wall. For every shot, there are about 4 chances that the line of sight check will be ignored, so be careful. before poking its head around the corner, the pain elemental, a rather unique demon that confronts lost souls to deplete the player's ammo and patience, speed 400, 93 map units per second with 62 map units, height , 56 map units, mass, 400 paint chances, 50 percent paint time. around 345 milliseconds he has no melee attack, his ranged attack generates charge on lost ground and we've already covered those when we played Vanilla Doom, the spawn loss resolution amount remains at 21.
You can also prevent stray saws generated when entering the painting. The elemental's face when the pain elemental dies, three sterling saws will appear. The angle of each lost soul will receive a shift relative to the dying pain elemental's angle of 90, 180 and 270 degrees, then their positions will be shifted towards their angle and they will immediately grab a function to load into the player, these lost souls will die if they appear inside an entity or wall, but sometimes when a pain limiter dies next to a wall, a cunning lost soul may not hit anything at all and go out of bounds, the revenant, another demon that is not simply a variant of the imp health 300 speed 175 units per second with 40 net units height 56 ​​map units mass 500 payout probability around 40 payout time around 285 milliseconds its melee attack deals between 6 and 60 damage in multiples of 6. this media attack is unique in that if the revenant sniffs, no projectile is fired unlike the imp, for example if he makes a melee attack and you back away he will fire a projectile.
What makes the revenant one of the most powerful warriors in Doom 2 is his ranged attack, the missile. deals between 10 and 80 damage in multiples of 10 again, one of the most devastating attacks in the game, and these missiles can also chase you. There's an entire video dedicated to what determines whether or not the revenant's missile is homing, so go check it out. one too, in short, for every revenant you encounter, there is a 50/50 chance that the revenant will fire primarily guided missiles or primarily unguided missiles. The funny thing is that there is a piece of code that tells the revenant to never fire a missile if it is close to its target, this creates a sort of dead zone where the revenant chases you without actually attacking, that is of course, until the state of Spain is activated, which causes it to always retaliate.
Revenant missiles travel at 315 units per second and have a width and height of 22 and 8 respectively. The height of the revenant is also quite misleading, his height is the same as the zombies but the sprite is clearly much taller, probably an oversight but this will make the relevant sprite go through the ceilings, greatly deceiving the mancubus, he is like an imp but you will scare health 600 speed 17 units per second with 96 height map units 64 mass map units 1000 painting possibilities approximately 31 painting time around 170 milliseconds has no melee attack the nankibus is a unique ranged attack shoots three pairs of fireballs, the first pair of fireballs one will aim to make the other to the player's right with an offset of 11 degrees, the second pair is similar but will shoot a fireball at the players the left with a shift of 22 degrees, the third and last pair will target the players on the right and left but with a shift of 5 degrees each, it will always fire 3 bursts even if the target is no longer visible or not even there alive after the first shot, each fireball deals between 8 and 64 damage and multiples of 8.
The projectiles traveled 700 nap units per second. and it has a width and height of 12 and 8 respectively, the lack of arc you may not like this friend, but come on, he is the best demon in doom health 700 speed 262 units per second with 40 map units height 56 ​​map units mass 500 paint chance about three percent paint time about 285 milliseconds, has no melee attackBody, another demon with a unique ranged attack, will set the player on fire and, if the player does not break the odds' line of sight in time, will attack them for massive damage. The initial zap is 20 damage and then an additional 70 burst damage is also applied.
The burst damage source isn't exactly in the center of the player, so it's more like 65 damage on average, yeah burst damage is a bit strange, I'll do that. a video about it someday the falcon bow also resurrects enemies but fortunately not other files bow the arthr has so many oddities and mechanics that it has its own video go see it the brain of the spider a chain gunner but more clumsy and a little pathetic in a path health 3000 speed 140 units per second with 256 map units height 100 units mass thousand chance of pain about 13 percent pain time about 170 milliseconds has no melee attack the spider brain fires a super chain gun is practically an automatic shotgun that fires three paddles per shot, it is actually exactly the same as the marksman's attack, only much faster, each pellet deals 3 to 15 damage in multiples of 3.
The horizontal spread is also the same. She keeps shooting as long as you are in her line of sight. like chiang unders and the iraqi chance there is a chance it will continue firing for a single cycle even if you take cover a cycle lasts two shots before doing this check the chances of this happening per side were about four percent , oh yeah, and she is immune to splash damage, she will only take rocket impact damage, but not explosion damage, that's why it takes a billion years to kill her with rockets or all test attacks. The cybernetic demon is like an imp, but it is incredibly huge and shoots rockets.
Health at 4 thousand speeds. 187 units per second with 18 units of return height 110 units mass thousand painting possibilities around five percent game time around 285 milliseconds has no melee attack its ranged attack is the deadliest attack in the entire game a single rocket can deal between 20 and 160 damage in multiples of 20. This excludes splash damage, which is around 120 or so, so the actual damage dealt is between 140 and 280 Rockets travel at 700 units per second and They have a width and height of 22 and 8 respectively, fires 3 rockets worth even when you take cover after the first shot or heck even when you are dead, you won't stop shooting until all three rockets are launched brutally and just like As the spider's brain, the cyberdemon is also immune to splash damage, which is why he doesn't die when his own rocket explodes next to him.
That's all the demons covered, but we still have some secret enemies and accessories to check out. Outside of the Wolfenstein SS, it attacks much slower than its Wolfenstein counterparts and only appears in the secret levels of Wolfenstein Alpha 50 Speed ​​93 map units per second with 40 map units 56 map units Mass 100 paint chances around 68 time of paint around 170 milliseconds that he has without a melee attack, his behavior is almost identical to that of the chain gunner, but with a greater delay between shots, he causes the same amount of damage from 3 to 15 in multiples of 3 and even has the same fire control if you are out of their line of sight the same odds of 15, so shoot for another cycle when you take cover the explosive cannon is not exactly an enemy, but uses the same template as them health 20 speed zero mappings per second with 20 map units height 42 map units mass 10 paint chance no paint time none has no melee and simple ranged attacks when the barrel dies it explodes the explosion radius is 128 map units in length and the damage dealt depends Depending on how big the difference is between you and the location of the explosion for each unit difference between the origin of the explosion and the player's origin, that value is subtracted from the initial damage 128 again.
I'll cover explosive damage in a future video because it's not that simple rosemary's head the invisible final boss hidden behind the exposed icon brain health 250 speed is 0 map units per second with 32 map units height 16 units up mass 10 million of painting possibilities approximately 99 payout time about a second it has no melee or ranged attacks no, there are no ranged attacks where Mara himself does not shoot the generation cubes this is the invisible eye that has its own entity Some interesting stuff, a mass of 10 million is pretty strange, but that's just a solution to keep Romero's head in place when he gets hit by attacks.
Also, that paint chance, for whatever reason, is set to 255 instead of 256, meaning there's one less chance. one percent that the sin icon won't scream in pain after shooting a rocket into the brain, which better not happen during a fast run or it might make you feel like you got scared, and lastly, the enthusiastic commander , Adrian Carmack's revenge against corny. art that had to endure for many years health 100 speed is zero map units per second with 32 map units height 72 map units mass 10 million painting possibilities 100 normal time around 345 milliseconds has no melee or attack distance again just like the rosemary head a large mass is given to keep the king in place after being shot.
There's nothing special about Keane other than him opening sectors with the 666 tax after everyone has been killed and that's all the enemies analyzed. Now it's time for some fun rankings. Let's sort out the healthiest enemies first. at the bottom of the cannon we have the cannon and the zombie shotgunner is next with 30 health, then the chain gunner ss imp of Wolfenstein grouped together we have the lost saw and the eager commander, then the pinky and the specter the rosemary head is the next skelly here it is followed by the kakuriman and the paint elemental, the hell knight and the demolishing tron, they are also grouped together.
Humanity is next with 600 health, then our favorite Martian with 700, the great baron, then spy on the brain at the top nearby and the cyberdemon king with a whopping. 4,000 health now let's rank the speed demons the still prize goes to the rosemary head barrel and commander keane a wandering lost soul the next man zombie and menki are slow a large group approaching shotgunners chainers imps demons knights of the hell elemental barons of pain and wolf and breasts the erector shines inspired the brain is next let's go faster now pinkies wraiths and revenants share this group the cyberdemon is not only sexy but also fast even fast as the bow falls watch him go but wait, come on even faster hard pinkies There are also inspectors and at the top a loss of charge saw yee-haw next we classify the thickness, the least thick entry here is the barrel twenty nap units wide, sad, the last saw, the rosemary head and king commander also lacked thickness, here is a large group of similarly stacked demons men zombies shotguns chain gunners imps returned arch files and wolfenstein says the knights and barons of hell are next, then we have the pinky and the cacodemon specter and the paint element are a little thicker than the previous group the cyberdemon is next with 18 units yes mankivers is thick my retrons are thicker and the spider mastermind is the biggest mom she is the real winner here now who is the tallest well john romero certainly is not the barrels also disappoint now a large group of average people zombie men shotgunners chain owners aim pinkies lost vectors souls caco demons pain elementals revenants archevals and wolfensteinists then we have al baron helonite demolisher john and mancubus then commander interested a little surprising vacuum the brain is a tall woman but the cyberdemon is the real lankleteer congratulations now for the big prizes down below we have the lost soul then we have the zombie men shotguns chain gunners I am all sinuses and barrels pinkies specters cacodemons and paintlets are next the revenant and the archer are surprisingly heavy the argentron is here alone with a mass of 600 now the big boys hell knights monkey barons buy spider demons and cybernetic demons and in The upper part we have the rosemary head and the very nice interested commander now let's see which is the tolerance that pays the most the softest are the last commander of the interested room with a payout probability of 100 rosemary The head is the next zombie man and the image Pinkies and Wraiths also can't withstand bullets, followed by Shotgunners, Chain Gunners and Wolfstein SS Kakko Demons, Arkansans and Paint Elementals have a 50 percent tolerance.
Revenants are still quite fragile. Mankibai are also pretty easy to puncture now. the toughest demons, the knights and barons of hell, the spider brain is kind of hard to stun, the cybernetic demands even more strange trolls don't care anymore but can't get over the barrel, zero paint chance and last but not least not least, the whiniest demons whose paint life lasts the longest well, barrels don't give a shit so they win hands down, turbo pinkies and wraiths are also barely stunned, imps, pinkies, wights, knights and barons of hell, they also recover from their pain quickly, zombie men, shotguns, chain gunners, lost souls, arachnotrons, monkeys, spider demons, wolfenstein, ss, no.
I don't do it that bad either. The revenants and cybernets arch files are pretty whiny not to mention the paint elemental cocodemon and the enthusiastic commander a third of a second busy wincing but the biggest crybaby prize goes to rosemary's head a second of crying in pain boo hoo This just goes to show how varied Doom's unique enemy roster is, even the smallest variation attributes can throw the game off low paint chance use the super shotgun to increase the chance to recoil slow speeds use rockets as easy targets wide targets with a lot of health get them close together to maximize the number of trackers, things like that.
May this information improve demon placement skills. This video was a lot of fun to make and I hope you enjoyed it too. Thanks for watching, thanks to the sponsors, and cheers to 19 Days Anarchy. Andrew Yukumchak Andrey Dicklin. art cox bix make me come bozart red ryan thompson kappa christophine plays cyprian rusin doomdude gucci harochi quaygamer62 raven king beetle bank stephen hallustick super kunata takokami timofey olegovic gerasimov turbine 2k5 victor rigmoe vintage rosa and vladimir j aircov see you all next time

If you have any copyright issue, please Contact