Doom Roguelike Enemy Analysis: Nightmare Cacodemon
HP: 80
Protection: 2
Ranged Accuracy: +6
Melee Accuracy: +6
Ranged Damage: 2d7 Plasma
Melee Damage: 1d3 (+8) Melee
Speed: 120%
Inventory: Nothing
Experience: 320
Danger: 10
Minimum floor: 51/48/45
Maximum floor: Infinite
Experience per Danger: 32
Ignores and is unaffected by Acid and Lava on the ground.
Evasion: Base of 50%, +4% per tile of distance, making for a maximum of 82%
Attack chance: 50%
Nightmare Cacodemons are thankfully the least janky of the Nightmare enemies, especially as of 0.9.9.8. (Because they were always immune to Acid and Lava on the ground, and so they weren't affected by that change at all)
They're so un-janky I don't actually have a lot to say about them, because they're just regular Cacodemons but with modestly better stats. I guess I should point out that they're overall worse to get into melee with? (Regular Cacodemons do 2d6 at range vs 1d3+6 in melee, and so do 2-12 at range vs 7-9 in melee. Nightmare Cacodemons switch to 2-14 at range and 9-12 in melee, so their melee has grown more proportionately than their ranged attack) But overall, they're just a straightforwardly boring upgrade to Cacodemons.
The fact that they're silent is, like with Nightmare Pinkies, prone to making them particularly newbie-trap-ish if they're crammed into a vault?
Seriously, though, I don't know what else to say. In an Angel of 100/Archangel of 666 run, you often barely notice any difference between the two. Doom Roguelike's design has a bit of trouble with scaling threats Even More Farther since a strong defensive setup usually relies on resistances, which are percentile, and the game rounds 0 damage up to 1 damage. If you've got a defensive kit that makes regular Cacodemon plasmaballs a joke to be hit by, you probably don't fear Nightmare Cacodemons to a particularly greater extent.
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Next time, we cover Nightmare Arachnotrons.
See you then.
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