Gillchic: Difference between revisions
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===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 (115) | *[Government] [[3-1:The Facility]]: Clear Quest (115) | ||
* [Retrieval] [[Lost SOUL BLADE]]: Clear 2 Spawns ( | * [Retrieval] [[Lost SOUL BLADE]]: Clear 2 Spawns (8), Clear Mine 1 (59) | ||
* [Extermination] [[Endless Nightmare 3|Endless Nightmare #3]]: Clear Quest ( | * [Extermination] [[Endless Nightmare 3|Endless Nightmare #3]]: Clear Quest (104) | ||
* [Extermination] [[Mop-up Operation 3|Mop-up Operation #3]]: Clear Quest (59) | * [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: | ||
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Gillchics are slow-moving robotic sentries. When a target enters their aggro radius, they will stand up and start marching toward the enemy. | 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 | 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]]). | ||
Gillchics | 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. | |||
[[Category:Enemies]] | [[Category:Enemies]] | ||
[[Category:Mine Enemies]] | [[Category:Mine Enemies]] | ||
[[Category:VR Spaceship Enemies]] | [[Category:VR Spaceship Enemies]] | ||
==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. | |||
==Rare Drops== | |||
===Episode 1=== | |||
{{EnemyDropTable|Gillchic (E1)}} | |||
===Episode 2=== | |||
{{EnemyDropTable|Gillchic (E2)}} | |||
{{Episode1Enemies}}{{Episode2Enemies}} | {{Episode1Enemies}}{{Episode2Enemies}} |
Latest revision as of 06:23, 9 September 2024
|
Hunting[edit | edit source]
Episode 1[edit | edit source]
The following quests are recommended for hunting this enemy in Episode 1:
- [Government] 3-1:The Facility: Clear Quest (115)
- [Retrieval] Lost SOUL BLADE: Clear 2 Spawns (8), Clear Mine 1 (59)
- [Extermination] Endless Nightmare #3: Clear Quest (104)
- [Extermination] Mop-up Operation #3: Clear Quest (59)
Episode 2[edit | edit source]
The following quests are recommended for hunting this enemy in Episode 2:
- [Extermination] 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)
- [Retrieval] Lost BIND ASSAULT: Clear Alpha (58) / Clear Quest (107)
- [Government] 6-1:Test/Spaceship 1: Clear Alpha (54)
- [Government] 6-5:Test/Spaceship 5: Clear Alpha (51) / Clear Quest (92)
- [Extermination] Gal Da Val's Darkness: Clear Spaceship (41)
Mechanics[edit | edit source]
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[edit | edit source]
|
Additional info[edit | edit source]
- 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.
Rare Drops[edit | edit source]
Episode 1[edit | edit source]
Normal | |||||||||
---|---|---|---|---|---|---|---|---|---|
S-Parts ver2.01 | S-Parts ver2.01 | S-Parts ver2.01 | Brionac | M&A60 Vise | Fire Scepter: Agni | S-Parts ver2.01 | S-Parts ver2.01 | DB's Saber | S-Parts ver2.01 |
1/10639 | 1/10639 | 1/10639 | 1/14629 | 1/16718 | 1/14629 | 1/10639 | 1/10639 | 1/14629 | 1/10639 |
Hard | |||||||||
Secret Gear | Club of Laconium | Club of Laconium | Secret Gear | Varista | Fire Scepter: Agni | Secret Gear | Secret Gear | Secret Gear | Secret Gear |
1/457 | 1/457 | 1/457 | 1/457 | 1/457 | 1/457 | 1/229 | 1/457 | 1/457 | 1/457 |
Very Hard | |||||||||
Proto Regene Gear | Proto Regene Gear | Graviton Plate | Proto Regene Gear | DB's Shield | Proto Regene Gear | Proto Regene Gear | Proto Regene Gear | Proto Regene Gear | H&S25 Justice |
1/427 | 1/427 | 1/427 | 1/427 | 1/427 | 1/427 | 1/427 | 1/427 | 1/427 | 1/427 |
Ultimate | |||||||||
Final Impact | Yasminkov 3000R | Justy-23ST | Vjaya | Flowen's Sword (3073) | Heart of Izmaela | Heart of Sorcerer's Cane | S-Parts ver2.01 | Gae Bolg | L&K14 Combat |
1/213 | 1/1050 | 1/213 | 1/213 | 1/33608 | 1/9102 | 1/9102 | 1/10923 | 1/213 | 1/213 |
Episode 2[edit | edit source]
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 |
Episode 1 Monsters | |
---|---|
Forest | Rag Rappy • Al Rappy • Savage Wolf • Barbarous Wolf • Booma • Gobooma • Gigobooma • Mothmant • Monest • Hildebear • Hildeblue |
Cave | Evil Shark • Pal Shark • Guil Shark • Poison Lily • Nar Lily • Nano Dragon • Pan Arms • Hidoom • Migium • Grass Assassin • Pofuilly Slime • Pouilly Slime |
Mine | Gillchic • Dubchic • Dubwitch • Canadine • Canane • Sinow Beat • Sinow Gold • Garanz |
Ruins | Dimenian • La Dimenian • So Dimenian • Claw • Bulclaw • Delsaber • Chaos Sorcerer • Dark Belra • Dark Gunner • Chaos Bringer • Darvant |
Bosses | Dragon • De Rol Le • Vol Opt • Dark Falz |
Episode 2 Monsters | |
---|---|
VR Temple | Rag Rappy • Love Rappy • St Rappy • Hallo Rappy • Egg Rappy • Dimenian • La Dimenian • So Dimenian • Poison Lily • Nar Lily • Mothmant • Monest • Grass Assassin • Hildebear • Hildeblue • Dark Belra |
VR Spaceship | Savage Wolf • Barbarous Wolf • Pan Arms • Hidoom • Migium • Gillchic • Dubchic • Dubwitch • Delsaber • Garanz • Chaos Sorcerer |
Central Control Area | Merillia • Meriltas • Gee • Ul Gibbon • Zol Gibbon • Sinow Berill • Sinow Spigell • Gi Gue • Gibbles • Mericarol • Merikle • Mericus |
Seabed | Dolmolm • Dolmdarl • Sinow Zoa • Sinow Zele • Morfos • Deldepth • Recobox • Recon • Delbiter |
Control Tower | Del Lily • Ill Gill • Epsilon |
Bosses | Barba Ray • Gol Dragon • Gal Gryphon • Olga Flow |