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Doom rocket launcher 2.0
Doom rocket launcher 2.0




doom rocket launcher 2.0
  1. Doom rocket launcher 2.0 upgrade#
  2. Doom rocket launcher 2.0 plus#

XP: Upon gain of credits, gain XP equal to the credit gain times 2.25. A random amount of Modules from level 100.

doom rocket launcher 2.0

Every type has the same drop probability. Increasing Luck level enables new types of drops. One point of Luck increases credit drop rate by 1% while all other drop rates are determined by the curve. Perk: Every 30 seconds, add the equivalent of an ammo pickup for every type of ammo.Īffects drop rates of most items. The player does not gain XP if a stim is active. XP: Every 0.2 seconds, gain XP equal to the fraction of the inventory that is full, times 20. In addition, Capacity increases maximums of Armors and Skulls (starting 2, then 1 per 25 levels), and Phase Devices (starting 4, then 1 per 50 levels). If Inventory Capacity System is enabled, Inventory Limit by 2.Augmentation Battery capacity by 10% and Maximum of Stim Vials by 10.Ammo maximums: Bullets by 20, Shells and Rockets by 5, Cells by 30.continuous movement increases regeneration speedĪffects how much the player can carry.XP: Every 0.2 seconds, gain XP equal to the sum of X and Y velocities, divided by 3. Perk: regeneration speeds up exponentially as HP/EP are exhausted, up to 4x.Īffects movement speed, jump height, fire speed, and survival bonus. If the player is focusing, Factor is increased by 1. More precisely,įactor = 2.0 - HP / MaximumHP - EP / MaximumEP XP: Every 0.2 seconds, gain XP proportional to exhaustion of HP and EP. can stack auras, up to (EP - 100) / 10 beyond the firstĪffects HP and EP regeneration rates and the time that Regeneration Spheres last.XP: Using a skill gains XP equal to the EP cost of the skill times 10 The starting value is 10 (so the starting max EP is 100). Perk: When the player is below 10% health, double health regeneration rate but do not apply the usual movement penalties.Īffects the maximum EP, maximum aura range, EP regeneration rate, and aura time bonuses. XP: Gaining health from an item or skill gains XP equal to the percentage of maximum health that was gained times 10. The starting value is 10 (so starting health is 100). Perk: the damage taken exponentially decreases as health lowers.Īffects maximum HP, HP regeneneration rate and Status Effect resistance. The player does not gain any Defense XP if a stim is active. XP: The amount of health lost from damage, multiplied by 11.25. Perk: The damage multiplier increases as health lowers.Īffects resistance to knockback (by adding 10 times Defense to the player's mass) and resistance to all types of damage. The player does not gain any Strength XP if a stim is active. XP: The same as player XP gained from killing monsters. The bonus damage is equal to the Strength value. The default starting value is zero, except where noted below.Īffects attack damage. Starting stat values can be set in the range of -100 to 100 in the options.

Doom rocket launcher 2.0 upgrade#

The character can also purchase stat upgrades with modules and temporarily upgrade stats with Stims. With the exception of the Energy stat, no XP is gained if a stim is active. That factor is effectively doubled if the player has chosen the option to specialize in the stat.

doom rocket launcher 2.0

For each stat, there is a scaling factor in the options that multiplies every XP gain. The player earns stat XP by performing natural game actions, as long as the option has not been disabled. Stats increase upon reaching certain XP thresholds, according to the same curve as leveling with player XP. Once a stat reaches 100, the character gains a perk specific to the stat.Įach stat has its own XP score.

Doom rocket launcher 2.0 plus#

All stats have a maximum of 100 plus the current character level, and a minimum of -100. Stats are 8 fundamental parameters that define the capabilities and opportunities of a character.






Doom rocket launcher 2.0