Talk:Hit point

''Losing hit points has little effect. . . ''  Strictly speaking, this is not the case, at least in Doom. If a single blow does a lot of damage, it also reddens your vision (extremely disorienting at times, hence the creation of NORED.WAD) and changes your momentum (dangerous on certain levels, as Andreas "Anthe" Kren noted for Plutonia 09).

Maybe this information is already somewhere on the wiki, but I can't find it. Ryan W 07:04, 5 September 2006 (UTC)

Now I am seriously considering writing a script to make histograms from m_random.c, so I can superimpose bell curves on them and put little graphs in each weapon and monster article, summarizing how much damage each attack is really likely to do. Ryan W 05:44, 16 September 2006 (UTC)

Note that, every now and then, the "recoil" from getting hit pulls the target toward the attacker. (See P_DamageMobj in p_inter.c.)   Ryan W 16:25, 28 May 2008 (UTC)


 * Yes, this may be why it's wise to move back when jamming the chainsaw into a monster, to avoid getting hit more easily. Who is like God? 16:46, 28 May 2008 (UTC)


 * For that matter, what determines whether or not the fist/chainsaw recoils sideways on a successful hit? What determines the angle?  Is it related to the damage done?  The radius of the target?  The range?    Ryan W 15:15, 4 June 2008 (UTC)

Additional note: if you use DeHackEd to make weapons that inflict enormous amounts of damage in one shot, the backward recoil may happen much more often. Ryan W 04:09, 5 May 2009 (UTC)

Reference for later: explains the code where a dying monster falling *toward* the attacker is intentional. (But surely the true explanation is  :D     Ryan W 02:22, 17 March 2014 (UTC)