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Are All Doom Monsters Equally Aggressive?

Mar 26, 2024
Well, the

monsters

in Doom can be relentless, poking your head around the corner can result in instant death, but sometimes they take the sweetest moment to attack, which determines Samantha's aggression level and all

monsters

are

equally

aggressive

. Before answering those questions, we must have a look at when exactly the monsters decide to attack, let's start from the beginning, this sleeping monster does not have a set target and therefore will not chase anyone the moment it detects a target, The hunt begins. Hunting a target is handled by a function called chase, let's see. What a chase does, the first thing it does is decrease the monster's reaction time.
are all doom monsters equally aggressive
We will return to this later. Same thing with this condition which checks if the monster just attacked and then will check if it can perform a melee attack if this monster has a melee status and is close to the target it will start to become physical knight imp pinky specter Hell Baron and the Revenant all have a melee status. You can smell Pinky's Wraith and the Revenant's melee attack by backing away, but the Hell Knights and Barons of the Imps are clever at murdering mutants if you smell their melee attack. they will throw a fireball instead, the cat might even be a special case, it has a melee attack but no melee status when it makes a ranged attack and you are within melee range, it will jump If the target is not close enough for a melee attack and a monster has a ranged attack, then let's see if we can attack the target with that, the monster can only make a ranged attack when its movement counter is zero every time a chase is called.
are all doom monsters equally aggressive

More Interesting Facts About,

are all doom monsters equally aggressive...

The movement counter decreases by one when it drops below zero or when it hits something and can move in any of its 8 possible directions, the current will be set to a random value between 0 and 15. When playing on Nightmare difficulty or Speed quick enabled monsters, the movement counter check is skipped, so the monster's movement counter is zero, let's see how it determines whether or not it will make a ranged attack, first of all, the target must be visible, if you can't see to the target, do not attack, the monsters can see. through other monsters, so only the map geometry can block the view.
are all doom monsters equally aggressive
Also note that enemies that attack in barrages like the cyberimage and the monkey only execute the range attack connector once at the beginning of their attack, the next condition you check is if the monster was just hit the mf flag alone hits is set when the enemy entered its pain state, this makes the monster very

aggressive

and will attack the target regardless of upcoming restrictions lost souls in charge states do not get this flag set remember the reaction time decreases when start of a chase, each monster wakes up with a reaction time of 8, as long as the reaction time value is greater than 0, the monster will never attack, they need some time to wake up, I guess the reaction time is set at zero when you damage the monster, however, even if the monster does not enter its pain state, this means that if you wake up a monster by shooting it, you risk an immediate counterattack as its move count will be zero when the monster I am back. sleeping after killing a target its erection time does not reset when this monster wakes up again it can attack immediately playing on nightmare difficulty completely eliminates reaction time enemies that wake up regardless of whether they are shot first or not will not hesitate to attack you Interestingly, when they respawn, the erection time is set to 18.
are all doom monsters equally aggressive
This is a significant amount of time before they can attack again, so use this mechanic well if a nightmare monster responds in front of you after checking the erection time. reaction, it will calculate the distance. between the monster and its target a magic number of 64 is subtracted from this distance if the enemy does not have melee status another 128 is subtracted from this distance value if the monster is an archvocal and the distance is greater than 896 units, then do not attack the The distance is actually 1088. Remember that earlier we subtracted 64 and 128. Also, this check is completely skipped if the archer entered his paint state and his mf just pressed the flag set, giving him unlimited range if the monster is a revenant and the distance is less. of 196 units, then do not perform a ranged attack again, we subtracted 64 before, so this distance is actually 260 resonance units of a melee state, so we never subtracted 128.
This check creates a small zone dead where the returnees won't fire missiles, but still. In the file, this check is skipped if the returner entered its paint state. The revenant is guaranteed to retaliate with a ranged attack within 15 steps, but you can prevent the reference from taking any steps and doing so. Look at this nerd anyway if he's the revenant's target. is 260 units or more away, it will reduce the calculated distance value by half. The same is done if the monster society demon aims for the lost brain or soul, the calculated distance value stays at 200 unless the monster society demon stays at 160. then a random value is generated between 0 and 255 if the generated value is greater than the distance value, it will perform a ranged attack.
A flag will be set to indicate that your monster has just been attacked. Remember the condition at the beginning of a chase. This flag guarantees. that the monster must move at least a little bit before attacking again, unless you are playing on Nightmare difficulty or with fast mountains enabled, then they can be a turret all they want so you can see that the distance between the monster and its target decides the probability of this happening. Execute your range attack the further away the target is, the less frequently you will attack. Monsters are guaranteed to perform the ranged attack when the target is very close and the movement counter reaches zero.
Enemy plates and towers are not as consistent, however, they still collide. Edges that reset their move counter can still generate move counter values ​​so high that they will almost never reach zero and therefore barely attack, on the other hand, crashing into an edge can also generate very high move counter values. low, which will make it attack a lot. It can be this strange, since the move counter is forced to make a ranged attack check, meaning that enemies who initiate a chase more often will make ranged attacks more often. We can classify 4 groups of enemies according to how often they start a chase.
Note that we have excluded enemies that do not have ranged attack, sorry pinky inspectors, group a has the fast guys, both art show and returner call hunted every two ticks on average, they will try perform a ranged attack every 0.6 seconds, group b has the most enemies will call a chase every 3 ticks on average they will try to make a ranged attack every 0.85 seconds group c is a bit slow zombie and mankibe will call a chase every 4 ticks on average they will try to do a ranged attack attacks every 1.1 seconds group d is um, lost souls are very slow at deciding when to attack 6 sticks between every 8 chase calls so than 1 range attack check every 1.7 seconds on average.
I can understand that this information bomb is a little overwhelming with so many different and arbitrary conditions. numbers, but don't worry, I've done the numbers for you. Let's fix each monster's aggro level while we're at it, because ranking things is epic for these rankings, we assume the monster doesn't have the nf just press the set flag, since the distance between the monster and the target is very important, we will classify aggressiveness using three different distances 600, 300 and 200 units, how exactly do we determine the range? Easy, first we check the probability of an enemy attacking at a given distance.
We then check how often attacks are attempted in a given period of time and how many of these attacks were successful using these three variables. We can calculate a constant. Let's first start with the distance of 600. Most enemies here have 21 chances to attack. the move count reaches zero, except for the cybernetic demon, where it is 38 due to its reduced range limit. The reduced limit loosens random number restrictions. The attack possibilities are practically the same, but we can sort them according to the speed of the staff, aha, advancing to a distance of 300 this is where things get more interesting here, the arc valve is king even though its table of attack is only 57, their ah stick rate actually increases the constant, in contrast, the attack probability of the cybernetic demon inspired brains has a whopping 81 percent, but on average they will attack. a little less often than the other, the revenant is in third place, but in general the three best groups here are more or less

equally

aggressive at this distance, then we have the monsters without melee, the slow guys, the souls lost and perhaps a It is a bit surprising that these monsters due to their melee status do not get the range calculation bonus without melee, they will reach their range limit at relatively short distances at a distance of 200, most of Enemies are guaranteed to attack when the move counter reaches zero at the top. we have the archfaw who will attack you very reliably with a higher frequency.
Next we have the bosses, the melee less enemies have a similar level of aggression to the bosses at this distance, then we have the slow guys followed by the lost souls and then bigger imps and imps and in the background we have the returnee, no ranged attacks for you, dear, as long as we don't shoot you, at least what can we conclude? Overall, the cybernetic demons seem to be the most aggressive monster yet. distances is the king of snipers, but also in medium range combat he is very likely to attack often the archeval is relentless in close and medium range combat, ironically, the types of enemies that madmen tend to use as snipers , like imps and hell knights, are not enough.
I'm even willing to give Bernard Feld the Dun Scout for being a phony, a boss hater, that tame shame. May this information help you improve in those difficult levels of loss. Anticipating when an enemy will make a ranged attack can save your life. I would like to thank the viewer for watching the video in its entirety. A special thanks to YouTube members and sponsors for the monthly support and a massive shout out to the most attractive people walking this earth. 19 days agonizing rectal pain andrew dunai andrew riss andrew yukumchuk andrey dicklin aka mack hauser art cox bixmagnikum ben langley bitcore blue storm kappa arlton heart boss kotraki cyprian russian francis t218 attack on earth i had diarrhea but now it's become exaggerated james young john boy joseph schanz katsuna taku kyrio gorobets laura soderbergh matthew american matthias zipper max payne 67 mr charon lekko ninja body nighthawk 71 pete peterson pig drift pyro ella quakegamer 632 king raven ryan quinn riley robert wakeley sal bad boy chancellor 93 shane larson chazzarat space duck specter stake jacobs stephen bone stephen hallustick wad cami hell walker thomas tim grazimov tim goldberg timothy turbine caller 2k5 victor rick who's the ace zach booker and zep rouse dower have a fantastic day

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