Editing Dubchic

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* [Extermination] [[Endless Nightmare 3|Endless Nightmare #3]]: Clear first room (12)
* [Extermination] [[Endless Nightmare 3|Endless Nightmare #3]]: Clear first room (12)
* [Extermination] [[Sweep-up Operation 3|Sweep-up Operation #3]]: Clear quest (22)
* [Extermination] [[Sweep-up Operation 3|Sweep-up Operation #3]]: Clear quest (22)
* [Extermination] [[Scarlet Realm 3|Scarlet Realm #3]]: Clear quest (40)
===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:
* [Extermination] [[Penumbral Surge 2|Penumbral Surge #2]]: Clear SW route (47)
* [Extermination] [[Penumbral Surge 2|Penumbral Surge #2]]: Clear SW route (50)
*[Extermination] [[Sweep-up Operation 6|Sweep-up Operation #6]]: Clear Quest (37)
*[Extermination] [[Sweep-up Operation 6|Sweep-up Operation #6]]: Clear Quest (37)
* [Solo Only] [[Knight of Coral Advent]]: Clear 4 rooms (28) / Clear Spaceship (36)
* [Solo Only] [[Knight of Coral Advent]]: Clear 4 rooms (28) / Clear Spaceship (36)
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Dubchics are slow-moving robotic sentries. When a target enters their aggro radius, they will stand up and start marching toward the enemy.
Dubchics are slow-moving robotic sentries. When a target enters their aggro radius, they will stand up and start marching toward the enemy.


Dubchics are very similar to Gillchics, except they have multiple lives. When a Dubchic's health is depleted, each arm and the Dubchic's head has a 50% chance to break off from the body. The Dubchic will stay on the ground for some number of frames defined in the battle parameters before attempting to reattach any of the three body parts that may be on the ground. Each body part has a 50% chance to reattach. Once reattachment of those body parts has completed, the Dubchic will stand up with full health.
Dubchics are nearly invincible, and when their health is depleted, they get knocked down and disabled, and come back up with full health after a short period. The only way to destroy them is destroying the nearby [[Dubwitch]], which will destroy all of them at once, or depleting their health five times. Only Dubchics that were tagged (by damaging or applying a status effect to them) will give XP when destroyed. When a Dubchic is knocked down, the nearby Dubwitch (if any) will descend from the ceiling or hidden location and extend yellow spikes from its body, making it easier to find and destroy.
 
{| style="width: 19.05%"
|
<tabber>
Normal=
{| class="wikitable" style="text-align:center;"
|-
! Difficulty
! "Dead" time in frames
|-
| Normal || 90
|-
| Hard || 90
|-
| Very Hard || 60
|-
| Ultimate || 60
|}
|-|
One Person=
{| class="wikitable" style="text-align:center;"
|-
! Difficulty
! "Dead" time in frames
|-
| Normal || 100
|-
| Hard || 100
|-
| Very Hard || 60
|-
| Ultimate || 60
|}
</tabber>
|-
|}
 
The main way to defeat them is destroying a [[Dubwitch]], which will destroy all of the Dubchics alive. When a Dubchic is knocked down, the nearby Dubwitch (if any) will descend from the ceiling or hidden location and extend yellow spikes from its body, making it easier to find and destroy. Dubchics can also be defeated when their health is depleted five times. Depleting their health five times works regardless of any active Dubwitches. Only Dubchics that were tagged (by damaging or applying a status effect to them) will give XP when destroyed.  


Dubchics 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.
Dubchics 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.


In Normal through Very Hard difficulties, Dubchics are always knocked down when hit. In Ultimate difficulty, a Dubchich has a 20% chance of being knocked down. This includes 0 damage attacks. If an attack will shock a Dubchic or Dubchich, the status effect has priority over knockdown.
Dubchics 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 Dubchich down.
 
Attacks that do not knock down a Dubchich will only stun it for an instant, and will not interrupt any attack it is making. Dubchichs are therefore very dangerous to engage in melee distance.
 
Dubchics without a Dubwitch sometimes desync in a party because the random roll for each part to detach and reattach is done locally in the client.  


[[Category:Enemies]]
[[Category:Enemies]]
[[Category:Mine Enemies]]
[[Category:Mine Enemies]]
[[Category:VR Spaceship Enemies]]
[[Category:VR Spaceship Enemies]]
==Fixed Damage==
{| style="width: 19.26%"
|
{{#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 || 400
|}
|-|
One Person=
{| class="wikitable sticky"
|- class="sticky-main"
! Attack
! Damage
|-
| Laser || 390
|}
</tabber>
}}
|-
|}
==Additional info==
* 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.
==Trivia==
* On a vanilla ''PSOBB'' client, the lightning effect for reattaching to severed limbs is rendered in the wrong coordinate system outside of 640x480. The texture for the lightning effect is also missing, causing the effect to be just a white shape colored depending on the map's passive fog.
* In all versions of ''PSO'', a severed left arm for Dubchichs has no model. Additionally, the distance used for the lightning effect to a severed body part is calculated incorrectly and causes the effect to typically extend beyond the body part. The effect is also using the wrong position of the corpse for the first frame of rendering.
* In ''PSOX'' and ''PSOBB'', the lightning effect is rendered using a transformed coordinate system. There is no clipping or culling before the transformation, sometimes causing the broken lightning effect drawn behind the camera to be rendered in a nonsensical location in front of the camera. This effect can sometimes flash and cover the entire screen. Other lightning effects like Gizonde and Razonde suffer from a similar issue.
==Rare Drops==
===Episode 1===
{{EnemyDropTable|Dubchic (E1)}}
===Episode 2===
{{EnemyDropTable|Dubchic (E2)}}


{{Episode1Enemies}}{{Episode2Enemies}}
{{Episode1Enemies}}{{Episode2Enemies}}
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