Gillchic: Difference between revisions

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{{Enemy|name=Gillchic (E1)}}
{{Enemy|name=Gillchic (E1)}}
{{Enemy|name=Gillchic (E2)}}
{{Enemy|name=Gillchic (E2)}}
==Behavior/Mechanics==
Gillchics are slow-moving robotic sentries. When a target enters their aggro radius, they will stand up and start marching toward the enemy.
Gillchics have two attacks: a laser bolt and a double punch. When firing the laser bolt, they will stop, bring up their arm, and a purple light will appear on their raised wrist. After a short time, they'll fire the laser from their wrist for significant damage. Later difficulties reduce the charge time for this laser and increase the likelihood that they will chain several shots together. The double punch is a two-stage melee attack with a 1/6 chance to inflict slow, but only if the attacker is a Gillchic/Gillchich. In Episode 1, many Gillchics will not use their laser attack (see [[Gillchic#Additional info|below]]).
In Normal through Very Hard difficulties, Gillchics are always knocked down when hit. In Ultimate difficulty, a Gillchich has a 20% chance of being knocked down. This includes 0 damage attacks. If an attack will shock a Gillchic or Gillchich, the status effect has priority over knockdown.
Attacks that do not knock down a Gillchich will only stun it for an instant, and will not interrupt any attack it is making. Gillchichs are therefore very dangerous to engage in melee distance.
===Fixed damage===
{|
|
{{#tag:tabber|
Normal=
<tabber>
Normal=
{| class="wikitable sticky"
|- class="sticky-main"
! Attack
! Damage
|-
| Laser || 45
|}
|-|
One Person=
{| class="wikitable sticky"
|- class="sticky-main"
! Attack
! Damage
|-
| Laser || 38
|}
</tabber>
{{!}}-{{!}}
Hard=
<tabber>
Normal=
{| class="wikitable sticky"
|- class="sticky-main"
! Attack
! Damage
|-
| Laser || 114
|}
|-|
One Person=
{| class="wikitable sticky"
|- class="sticky-main"
! Attack
! Damage
|-
| Laser || 96
|}
</tabber>
{{!}}-{{!}}
Very Hard=
<tabber>
Normal=
{| class="wikitable sticky"
|- class="sticky-main"
! Attack
! Damage
|-
| Laser || 190
|}
|-|
One Person=
{| class="wikitable sticky"
|- class="sticky-main"
! Attack
! Damage
|-
| Laser || 160
|}
</tabber>
{{!}}-{{!}}
Ultimate=
<tabber>
Normal=
{| class="wikitable sticky"
|- class="sticky-main"
! Attack
! Damage
|-
| Laser || 420
|}
|-|
One Person=
{| class="wikitable sticky"
|- class="sticky-main"
! Attack
! Damage
|-
| Laser || 390
|}
</tabber>
}}
|-
|}
===Additional info===
* Dubchics and Gillchics have a 35% chance to fire their laser from range in a certain AI state.
* Dubchics and Gillchics have an initialization parameter that defines the maximum number of consecutive laser shots. This parameter is in the data for each Dubchich/Gillchic placed on the map in a quest or free field. When this value is 0, they default to a maximum of 2 shots. When it's negative, they will never fire.
* Dubchics and Gillchics will sometimes fire even when close to a player, and/or when a player gets close to any door in a room. This might be related to room IDs and/or flawed proximity detection.
* Functionally, the game treats Dubchics and Gillchics as the same entity, with only their subtype variable determining the actual outcome monster at spawn.
==Hunting==
==Hunting==
===Episode 1===
===Episode 1===
The following quests are recommended for hunting this enemy in Episode 1:
The following quests are recommended for hunting this enemy in Episode 1:
* [Government] [[3-1:The Facility]]: Clear Quest (118)
*[Government] [[3-1:The Facility]]: Clear Quest (115)
* [Retrieval] [[Lost SOUL BLADE]]: Clear Mine 1 (60)
* [Retrieval] [[Lost SOUL BLADE]]: Clear 2 Spawns (8), Clear Mine 1 (59)
* [Extermination] [[Endless Nightmare 3|Endless Nightmare #3]]: Clear Quest (104)
* [Extermination] [[Endless Nightmare 3|Endless Nightmare #3]]: Clear Quest (104)
* [Extermination] [[Mop-up Operation 3|Mop-up Operation #3]]: Clear Quest (58)
* [Extermination] [[Mop-up Operation 3|Mop-up Operation #3]]: Clear Quest (59)
 
===Episode 2===
===Episode 2===
The following quests are recommended for hunting this enemy in Episode 2:
The following quests are recommended for hunting this enemy in Episode 2:
* [Event] [[Maximum Attack E: Spaceship]]: Clear Quest (61)
* [Extermination] [[Penumbral Surge 2|Penumbral Surge #2]]: Clear NE route (56) / Clear Alpha (96) / Clear Quest (200)
*[Event] [[Maximum Attack E: Spaceship]]: Clear Quest (61)
* [Halloween] [[Hollow Reality: Spaceship]]: Clear Quest (51)
* [Halloween] [[Hollow Reality: Spaceship]]: Clear Quest (51)
* [Retrieval] [[Lost BIND ASSAULT]]: Clear Alpha (59) / Clear Quest (107)
* [Retrieval] [[Lost BIND ASSAULT]]: Clear Alpha (58) / Clear Quest (107)
* [Government] [[6-1:Test/Spaceship 1]]: Clear Alpha (54)
* [Government] [[6-1:Test/Spaceship 1]]: Clear Alpha (54)
* [Government] [[6-5:Test/Spaceship 5]]: Clear Alpha (51) / Clear Quest (92)
* [Government] [[6-5:Test/Spaceship 5]]: Clear Alpha (51) / Clear Quest (92)
* [Extermination] [[Gal Da Val's Darkness]]: Clear Spaceship (41)
* [Extermination] [[Gal Da Val's Darkness]]: Clear Spaceship (41)


==Mechanics==
==Rare Drops==
Gillchics are slow-moving robotic sentries. When a target enters their aggro radius, they will stand up and start marching toward the enemy.
===Episode 1===
{{EnemyDropTable|Gillchic (E1)}}
===Episode 2===
{{EnemyDropTable|Gillchic (E2)}}


Gillchics have two attacks: a laser bolt and a double punch. When firing the laser bolt, they will stop, bring up their arm, and a purple light will appear on their raised wrist. After a short time, they'll fire the laser from their wrist for significant damage. Later difficulties reduce the charge time for this laser and increase the likelihood that they will chain several shots together. The double punch is a two-stage melee attack that can cause slow.
{{Episode1Enemies}}
 
{{Episode2Enemies}}
Gillchics can be knocked down, unlike most enemies. If they take enough damage from an attack, they will fall backwards, then slowly recover. This makes dealing with large groups of them fairly easy, but it can also push them outside of weapon range. In Ultimate mode, it takes far more damage to knock a Gillchich down.
[[Category:Enemies]]
[[Category:Enemies]]
[[Category:Mine Enemies]]
[[Category:Mine Enemies]]
[[Category:VR Spaceship Enemies]]
[[Category:VR Spaceship Enemies]]
{{Episode1Enemies}}{{Episode2Enemies}}

Latest revision as of 20:45, 7 February 2025

Gillchic (E1)
ギルチック (E1)
Gillchic (E1).png
Attribute:
Machine
Location: Mine

HP XP DAR Set Drop Weakness
176 18 28 Sword icon.png Zonde
ATPDFPMSTATAEVPLCK
280470110908
EFREICETHEDKELTESP
90901525205

Gillchic (E2)
ギルチック (E2)
Gillchic (E2).png
Attribute:
Machine
Location: VR Spaceship

HP XP DAR Set Drop Weakness
158 14 30 Sword icon.png BartaGrants
ATPDFPMSTATAEVPLCK
142470110958
EFREICETHEDKELTESP
7010702505

Behavior/Mechanics

Gillchics are slow-moving robotic sentries. When a target enters their aggro radius, they will stand up and start marching toward the enemy.

Gillchics have two attacks: a laser bolt and a double punch. When firing the laser bolt, they will stop, bring up their arm, and a purple light will appear on their raised wrist. After a short time, they'll fire the laser from their wrist for significant damage. Later difficulties reduce the charge time for this laser and increase the likelihood that they will chain several shots together. The double punch is a two-stage melee attack with a 1/6 chance to inflict slow, but only if the attacker is a Gillchic/Gillchich. In Episode 1, many Gillchics will not use their laser attack (see below).

In Normal through Very Hard difficulties, Gillchics are always knocked down when hit. In Ultimate difficulty, a Gillchich has a 20% chance of being knocked down. This includes 0 damage attacks. If an attack will shock a Gillchic or Gillchich, the status effect has priority over knockdown.

Attacks that do not knock down a Gillchich will only stun it for an instant, and will not interrupt any attack it is making. Gillchichs are therefore very dangerous to engage in melee distance.

Fixed damage

Attack Damage
Laser 45

Additional info

  • Dubchics and Gillchics have a 35% chance to fire their laser from range in a certain AI state.
  • Dubchics and Gillchics have an initialization parameter that defines the maximum number of consecutive laser shots. This parameter is in the data for each Dubchich/Gillchic placed on the map in a quest or free field. When this value is 0, they default to a maximum of 2 shots. When it's negative, they will never fire.
  • Dubchics and Gillchics will sometimes fire even when close to a player, and/or when a player gets close to any door in a room. This might be related to room IDs and/or flawed proximity detection.
  • Functionally, the game treats Dubchics and Gillchics as the same entity, with only their subtype variable determining the actual outcome monster at spawn.

Hunting

Episode 1

The following quests are recommended for hunting this enemy in Episode 1:

Episode 2

The following quests are recommended for hunting this enemy in Episode 2:

Rare Drops

Episode 1

Episode 2

Viridia Greenill Skyly Bluefull Purplenum Pinkal Redria Oran Yellowboze Whitill
Normal
Monogrinder - - Monogrinder - - - - - -
1/6068 1/6068
Hard
DB's Saber Varista DB's Saber DB's Saber Varista Club of Laconium Varista DB's Saber Club of Laconium Varista
1/427 1/427 1/427 1/427 1/427 1/427 1/427 1/427 1/427 1/427
Very Hard
Brave Knuckle Wals-MK2 Last Survivor Vjaya H&S25 Justice Ice Staff: Dagon Diska of Liberator Bloody Art Wals-MK2 H&S25 Justice
1/427 1/427 1/427 1/427 1/427 1/427 1/427 1/427 1/427 1/427
Ultimate
Heavenly/Power Cross Scar Agito (1975) Guilty Light Anti Android Rifle Liberta Kit Electro Frame Sting Tip Gae Bolg Electro Frame
1/1050 1/213 1/33608 1/213 1/1050 1/4201 1/1050 1/213 1/213 1/1050