Doom/Monsters: Difference between revisions

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87 bytes added ,  3 October 2010
Clarify: they do take damage from missed shots in extremely rare situations
(Clarify: they do take damage from missed shots in extremely rare situations)
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Cyberdemons are the strongest of all monsters in ''Doom'' and its sequels. In fact, one of the later levels in ''Doom II'' was built around a battle between a Cyberdemon and a Spider Mastermind in which the Cyberdemon would almost always win. In most situations, only the Icon of Sin (which is not technically a true monster) can possibly pose more of a threat than a Cyberdemon. Cyberdemons have 4000 HP, signifying their massive endurance. It takes roughly either 45 Rockets, 400 Bullets, 200 Plasma Cells, 58 Shotgun Shells, 267 Cacodemon fireballs, 134 Baron Plasma Balls, 100 Revenant Missiles, or 4 BFG9000 shots to kill a Cyberdemon (assuming all are direct hits with no misses). Many veterans have coined the nick-name "Stampy" for the Cyberdemon, due to its metallic leg, overwhelming strength, and the horrifying walking sound when awakened (which may have been inspired by the movie Jurassic Park).
Cyberdemons are the strongest of all monsters in ''Doom'' and its sequels. In fact, one of the later levels in ''Doom II'' was built around a battle between a Cyberdemon and a Spider Mastermind in which the Cyberdemon would almost always win. In most situations, only the Icon of Sin (which is not technically a true monster) can possibly pose more of a threat than a Cyberdemon. Cyberdemons have 4000 HP, signifying their massive endurance. It takes roughly either 45 Rockets, 400 Bullets, 200 Plasma Cells, 58 Shotgun Shells, 267 Cacodemon fireballs, 134 Baron Plasma Balls, 100 Revenant Missiles, or 4 BFG9000 shots to kill a Cyberdemon (assuming all are direct hits with no misses). Many veterans have coined the nick-name "Stampy" for the Cyberdemon, due to its metallic leg, overwhelming strength, and the horrifying walking sound when awakened (which may have been inspired by the movie Jurassic Park).


Cyberdemons are immune to any splash damage, so they take less damage than most other monsters from a direct hit from a rocket (128 damage less), and are only scratched on a near-miss.
Cyberdemons are highly resistant to rockets.  While they take damage on a direct hit, the size of the cyberdemon causes them to take less damage than most other monsters (128 damage less).  This reduction is significant enough that they can fire rockets directly into a wall and not injure itself in the explosion.  Any splash damage received from a missed shot will only appear in extremely rare situations, and will be minimal at best.  


===Weakness===
===Weakness===
Even though it is the strongest monster in the game, veteran players can these days easily take on pairs or even trios of Cyberdemons at once, using a technique known as circlestrafing, allowing them to dodge their rockets. Although the rockets also have additional splash damage, veteran players usually try as best as they can to lure Cyberdemons into open spaces where they do not have too many walls around to worry about splash damage from the missiles. Another interesting note is due to ''Doom'' logic, Cyberdemons are immune to their own rockets and the rockets of other Cyberdemons, despite the player's own rockets being able to hurt them, so the player cannot use monster infighting to turn them against each other, since they lack a close-range attack.
Even though it is the strongest monster in the game, veteran players can these days easily take on pairs or even trios of Cyberdemons at once, using a technique known as circlestrafing, allowing them to dodge their rockets. Although the rockets also have additional splash damage, veteran players usually try as best as they can to lure Cyberdemons into open spaces where they do not have too many walls around to worry about splash damage from the missiles. Another interesting note is due to ''Doom'' logic, Cyberdemons are immune to their own rockets and the rockets of other Cyberdemons, despite the player's own rockets being able to hurt them, so the player cannot use monster infighting to turn them against each other, since they lack a close-range attack.


==Spider Mastermind==
==Spider Mastermind==
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In the ''Doom'' novels, a mastermind leads the Phobos and Deimos invasion, with several more on Earth. Relatively unchanged in appearance with the exception of a protective crystal dome over the brain. They can talk, encase humans in cocoons, and force a person to see their worst fears as a form of torture. Despite their intelligence, they are easy to anger and will kill their own forces. They are called "spiderminds".
In the ''Doom'' novels, a mastermind leads the Phobos and Deimos invasion, with several more on Earth. Relatively unchanged in appearance with the exception of a protective crystal dome over the brain. They can talk, encase humans in cocoons, and force a person to see their worst fears as a form of torture. Despite their intelligence, they are easy to anger and will kill their own forces. They are called "spiderminds".


While spider masterminds can be injured by splash damage from rockets, they only receive minimal damage from the explosion.  As such, they take less damage than most other monsters from a direct hit from a rocket, and are only scratched on a near-miss.  
As with Cyberdemons, Spider Masterminds are resistant to rockets due to the large size.  


==Icon of Sin==
==Icon of Sin==