Okay, I planned doing it sometimes, and this video inspired me to finish this. Here's a propability for each demon to be killed with n berserked punches assuming he doesn't get damage from any other source and we have independent uniform distribution of each strike (which actually isn't the case in Doom, but... sort of) Zombieman 1 punch: 100% Expected value to die: 1 punch Shotgunner: 1 punch: 90% 2 punches: 10% Expected value to die: 1.1 punches Imp: 1 punch: 80% 2 punches: 19% 3 punches: 1% Expected value to die: 1.21 punches Lost Soul: 1 punch: 60% 2 punches: 34% 3 punches: 5.6% 4 punches: 0.39% 5 punches: 0.01% Expected value to die: 1.4641 punches Pinky: 1 punch: 30% 2 punches: 49% 3 punches: 17.5% 4 punches: 3.15% 5 punches: 0.329% 6 punches: 0.0203% 7 punches: 0.00069% 8 punches: 0.00001% Expected value to die: ~1.949 punches Cacodemon: 2 punches: 1% 3 punches: 27.3% 4 punches: 37.98% 5 punches: 22.722% 6 punches: 8.3352% 7 punches: 2.16144% 8 punches: 0.42585% 9 punches: 0.0662731% 10 punches: 0.00831312% 11-20 punches: less than 0.001% Expected value to die: ~4.187 punches Baron: 5 punches: 0.001% 6 punches: 0.7992% 7 punches: 6.71895% 8 punches: 17.74467% 9 punches: 24.73618% 10 punches: ~22.49366% 11 punches: ~14.91666% 12 punches: ~7.71486% 13 punches: ~3.25191% 14 punches: ~1.15179% 15 punches: ~0.35046% 16 punches: ~0.09313% 17 punches: ~0.02189% 18-50 punches: less than 0.01% Expected value to die: ~9.636 punches Thanks for your attention, Doom is a very cool game!
I didn't notice the numbers go up the first time I watched this, until later when I read the description. At first I thought he was just showing off, trying to make things more 'interesting' with all that 'extra' health, haha
there's no rocket launcher on the level and it sits quite far behind the wall while being in the east direction so I'm not surprised it wasn't used before, heh
That disdain for the chainsaw on M2 😂 The way you do it all so smoothly makes it look like something anyone can do, and then you actually attempt it and realise no... this took EFFORT. Always a pleasure to watch though.
I loved playing doom when i was 12, and still… but i have never seen this berserk mode ever, congrats on your effort and consistency, it really needs patience and practice… so satisfying 👍🏻
Hand damage with berserk can deal massive damage output, sometimes even higher than the average of a rocket, plus hitting your fist is faster than shooting rockets
If they make another Doom movie, I really hope they include a scene of Doomguy repeatedly slapping a Baron of Hell's ass while he's fighting a Cacodemon.
I love how the only enemy in Doom 1 you can punch without the risk of them attacking you and instantly damaging you in an unavoidable way is the cyberdemon, even though they have the most catastrophic damage output if you do mess up. In Doom 1 you don't have pain elementals, which you can bezerk punch without retaliation because they need room to spawn lost souls, so you have fewer enemies that you can't mitigate the risk of taking damage from whilst punching, and there's no super shotgun, so bezerk punching is also way more necessary for fast UV Max speedruns because without the super shotgun, the bezerk fist is the highest DPS weapon apart from the rocket launcher, and rocket ammo is scarcer than shells, it is only situationally useful because in close quarters it will blow you up, and the plasma rifle and BFG, which have even scarcer ammo and they are completely unavailable in episode 1, and when they do become available in the other episodes, the baron becomes a regular enemy that end up becoming plasma sponges that soak up all your plasma ammo because they have loads of health and you gotta prioritise your plasma to kill them because they have loads of health and they'll otherwise take forever to kill which is undesirable in a UV Max speedrun if you're trying to do well. The risk of getting attacked and damaged in an unavoidable way whilst trying to be aggressive in order to be fast must be a nightmare when UV Maxing Doom 1 because if RNG goes against you, you have to slow down to avoid dying, and there's nothing you can do about it. Especially because stunning the enemy with your bezerk punches is always less than 100% guaranteed no matter which enemy it is, there's always a chance your bezerk punch doesn't stun them and then they can attack you and you're point blank so you will get hit instantly and be unable to dodge in order to avoid damage. RNG must be a nightmare when going for fast UV Max speedruns of Doom 1...
A paragraph (from Ancient Greek παράγραφος (parágraphos) 'to write beside') is a self-contained unit of discourse in writing dealing with a particular point or idea. Though not required by the orthographic conventions of any language with a writing system, paragraphs are a conventional means of organizing extended segments of prose.
@@De-M-oN Doom Wiki: "The manuals for The Depths of Doom, the Doom Collector's Edition, and Steam releases incorrectly list the Berserk as a timed pickup. The original paper manuals state the item lasts the whole level, which in practice is more accurate but this is also technically incorrect. Rather, the game's code defines the Berserk state to have an exceedingly long timer that in practice no one will ever exceed at somewhere around 4.3 billion "tics" which translates to nearly 4 years of in-game time."
@@user-tv3yx4ts9k maybe zeromaster can make it a goal to be the first person to let the time run out on a berserker powerup. it'll only take 4 years and a backup generator.
Phenomenal as always. I was wondering if you're ever planning on bringing some other shooters to the channel like Quake or Doom Eternal, or if you're planning on sticking to Doom for the foreseeable future
@@mrwiffler9942 Oh I know he has played Eternal before, but I wanted to know if he'd try some mod like the Kaiser campaign or any other mod. Also quake seems something right up his alley too
They did use to count towards kills in earlier versions of Doom 1, but it was changed at the same time as the Pain Elemental was introduced with Doom 2. Probably because they share the same source code.
@@DmitryBalabanov because there are infinite amount of lost souls when there is pain elementls so its annoying also they fly around weird places where you cant hit
The guys at iD were huge DnD players, and they wanted to have damage calculations very much like DnD. Hence the way damage is calculated. For example: Baron's damage is always multiples of 8, so the "dice roll" is a D10 multiplied by 8. Instead of "random damage ranging from 8 to 80". Hitscan enemies always deal damage in multiples of 3, so their bullet is a D5 multiplied by 3. So on and so forth. Bright idea? Maybe, maybe not. Randomness is a polarising feature, but you have to admit that not knowing if that Baron is gonna deal 80% or not will keep you on your toes, which adds some variety and refreshment to something you might speedrun thousands upon thousands of times. The average damage of a berserk punch won't kill a pinky, but without the magic of randomness, you wouldn't get the dopamine hit from one-shotting them, which is what leaves a bigger impression than the three-shots. Edit: corrected some typos
@@chaelcanterbury8787 It makes it more believable that you actually shoot organic targets. We have no bodypart hitzones in this game, so with static damage it would be always the same. Always 3 Shotgun Shots this enemy, always 2 shots this other enemy every single time. That might be good for Multiplayer, but for single player it would be pretty boring.
@@zebug4762 This is a good decision too going for multiplier random. This way its random, but not all over the place random and thus less random in the sense of differences, because you can only have these 3 or 8 numbers instead of a tons of numbers. That increases variety because with a range with many numbers you would end up on an average in the middle far more often and the maximum value and minimum value would be rare.