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The Doom Slayer's Powerups

MrKingOfNegativity

Abstract embodiment of being undesirable
VS Battles
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This is something we on the wiki have been needing to hash out for a long time now.

The Doom Slayer is becoming a rising star in his tier, that much is obvious from just how many Versus Threads and upgrades he's been subject to since his ascent to 7-C. But the biggest and most pressing issue with him since then, without a shadow of a doubt, has been the extent to which his powerups amplify him physically. As evidenced by the overwhelming majority of his matches as of late, OPs have been restricting his powerups in order to avoid the trouble of dealing with this.

Around the time Gargos VS Doom Slayer happened, I decided to calculate what Quad Damage would do to the BFG9000. This resulted in roughly 115 kilotons. Large Town level.

The Berserk Sphere is an unknown at this point, mostly because the Berserk powerup as a whole has been wildly inconsistent across the franchise. It was described as a strict 10x amp for melee attacks in the original games, but later installments showed it as amplifying the user's strength to far more absurd levels. (such as in the DOOM 3 expansion, where the 'Berserker' multiplied the player's Fist damage from 20 all the way to 1020) The reboot does not give a specific value for how far the Berserk Sphere amps Doom's physical strength, largely because in this game it has been retooled in order to allow the player to 'Glory Kill' any enemy no matter what, a feat which (practically speaking) would have been possible to achieve without using the amp in the first place. However, taking into account the above information regarding Quad Damage, it should be quite obvious that the Sphere would amplify the Doom Slayer well into Large Town level territory.

Also, the character's profile is currently missing a couple of other powerups which appear in the new game. These would be important as well.

I've created this thread for the purpose of settling this matter once and for all. Below are categories for each powerup featured within the 2016 game, which I will update as this thread moves along. If all goes as it should, this will most likely result in either A) several new additions to the Doom Slayer key, or B) a new key entirely, dedicated to his stats as when fully-amplified.

Powerups
Quad Damage Sphere: A 4x stat-amp for weapons only. Amplifies the BFG9000 to 115 kilotons of power.

Berserk Sphere: An as-yet unknown (likely at least 10x) stat-amp for physical strength and durability. Prevents its user from being capable of utilizing firearms, likely due to reduced cognitive ability.

Haste Sphere: An as-yet unknown (likely 2x judging from the Quake games) stat-amp for speed. Also amplifies the firing speed of the Doom Slayer's firearms to this degree. For some reason.

Invulnerability Sphere: A temporary invulnerability powerup.

___

If anyone has any information, insights or other things to add, feel free to do so. Any assistance regarding this matter would be much appreciated.
 
Well, regardless of statements, we don't usually assume that the multiplier statements are that much stronger; we generally consider that Calc Stacking. 4x or 10x stat amp has more to do with simply doing X times HP damage, which is game mechanics. It's still best to just say at least Town level, Higher with power ups.
 
The '4x amp' of Quad Damage in particular isn't just an in-game thing, though. It's backed by its own codex entry, which gives an in-universe explanation for what the sphere does to weapons wielded by it's user.

UAC REPORT FILE: S4381XYR

Once ingested, the subject effectively becomes a host for what was presumed to be the most powerful of UI-Thranx demons. Any weapon held by the subject is enhanced, giving it up to four times as much projectile force and ballistic power. Though the effects are short lived, they can be devastating. During the initial testing phase, patient C-132 (a volunteer Tier 2 advocate) managed to decapitate three security personnel using nothing more than a pocket knife.
In other words, the amplifier isn't Game Mechanics. It's literal.
 
So what about the others powerups? What should we do about them?

The Invulnerability Sphere also has a codex entry describing its effects, as do the Berserk and Haste Spheres. The latter two don't provide any solid numbers, though.
 
If they don't provide a solid number but they are > Quad Damage, maybe "At least High 7-C"
 
How do we deal with powerups like this? Do we assume they don't apply unless they have a explicit lore entry?
 
Unless we have a lore entry, we usually consider them as unquantifiable I believe. For example, a x5 stat amp in a JRPG doesn't equate a x5 increase in AP unless stated
 
Alright then. So far we have 'Large Town level' for Quad Damage and 'At least Large Town level' for Berserk. For Haste, I'll assume we can just write 'higher' in the speed category.

What of the Invulnerability Sphere? It has lore describing its effects, so should we add that to his profile as well?
 
Depends from how far Doomguy is into his speed tier for Haste.

The IS can be added.
 
How far into his speed tier he is depends on which tier you're using, as both ratings are based on the middle-end and high-end speeds of coronal mass ejections, respectively.

Assuming he's faster than an 'average' CME means his combat speed/reactions are 'faster than Mach 1426'. Assuming he's faster than 'any' CME (which was agreed to be more likely) means they're 'faster than Mach 9329'.
 
That seems like it should work.

I suppose that settles everything, then? I have IRL matters to tend to right now, but if need be, I can make the edits later tonight.
 
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