Aspidochelone: Difference between revisions

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[[Category:High Notorious Monsters]]
[[Category:HNM]]
{{Infobox Monster
{{Infobox Monster
| image =
| image =
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| absorbs =  
| absorbs =  
| type = Notorious Monster
| type = Notorious Monster
| spawn = Timed
| subtype =  
| subtype =  
| tier =  
| tier =  
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*[[Heavy Cuirass]]                        {{Hxi Drop Rate|asb=50/1000|0|0}}
*[[Heavy Cuirass]]                        {{Hxi Drop Rate|asb=50/1000|0|0}}
*[[Sipar]]                                {{Hxi Drop Rate|asb=150/1000|0|0}}
*[[Sipar]]                                {{Hxi Drop Rate|asb=150/1000|0|0}}
*[[Aquarian Abjuration: Body]] (up to x2) {{Hxi Drop Rate|asb=250/1000|0|0}}
*[[Aquarian Abjuration: Body]] {{Hxi Drop Rate|asb=1000/1000|0|0}} {{changes|This was not a 100% drop in era.}}
*[[Martial Abjuration: Feet]] (up to x2)  {{Hxi Drop Rate|asb=250/1000|0|0}}
*[[Wyrmal Abjuration: Head]] {{Hxi Drop Rate|asb=250/1000|0|0}} {{changes|This item did not drop in era.}}
*[[Wyrmal Abjuration: Body]] (up to x2)  {{Hxi Drop Rate|asb=250/1000|0|0}}
*[[Wyrmal Abjuration: Body]] {{Hxi Drop Rate|asb=250/1000|0|0}}
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*'''Can pop instead of [[Adamantoise]] on the 4th day up to a force pop of Aspidochelone on the 9th day.'''{{Verification}}
*'''Can pop instead of [[Adamantoise]] on the 4th day up to a force pop of Aspidochelone on the 9th day.'''{{Verification}}
**'''Windows are every 10 minutes and a force pop happens after 60 minutes '''
**'''Windows are every 10 minutes and a force pop happens after 60 minutes '''
* [[Aquarian Abjuration: Body]] has a 100% drop rate, which wasn't the case in era.
* [[Wyrmal Abjuration: Head]] added to loot pool.
* [[Dryadic Abjuration: Feet]] removed from loot pool.
* [[Martial Abjuration: Feet]] removed from loot pool.
*'''A message is seen by people in the zone that there has been a Spawn.
*'''A message is seen by people in the zone that there has been a Spawn.
**[[File:KingBehemothtext.png]]
**[[File:Adamantoisetext.png]]
*Aspidochelone spawns claimed to a person close to it. The process is random.
'''Like many NMs on HorizonXI There is a [[Claim Shield]] Any action will put you on the "claim" list. once the [[Claim Shield]] falls off, a random person will be picked to win the claim.'''{{changes}}
<!--*'''Like many NMs on HorizonXI There is a [[Claim Shield]] Any action will put you on the "claim" list. once the [[Claim Shield]] falls off, a random person will be picked to win the claim.'''{{changes}}-->


'''Aspidochelone's Shell Mechanics:'''
'''Aspidochelone's Shell Mechanics:'''

Latest revision as of 22:41, 27 October 2024

Camera icon.gifThis article is missing a picture of the monster, NM, or pet. You can help by adding it.
Aspidochelone
Job:
Family: Adamantoises
Family 2: [[:Category:{{{family2}}}|{{{family2}}}]]
Family 3: [[:Category:{{{family3}}}|{{{family3}}}]]
Crystal: Earth
Weak against: Ice Ice
Resistant to:
Immune to:
Absorbs:
Notorious Monster
Spawn Type: Timed
Title Obtained: Aspidochelone Sinker
Zone Level Drops Steal Spawns Notes
Valley of Sorrows
85 - 88Verification NeededHorizonXI specific changes 1 A,T(H)
??? HP
A = Aggressive; NA = Non-Aggresive; L = Links; S = Detects by Sight; H = Detects by Sound;
HP = Detects Low HP; M = Detects Magic; Sc = Follows by Scent; T(S) = True-sight; T(H) = True-hearing
JA = Detects job abilities; WS = Detects weaponskills; Z(D) = Asleep in Daytime; Z(N) = Asleep at Nighttime; A(R) = Aggressive to Reive participants

Horizon Changes HorizonXI specific changes

  • A message is seen by people in the zone that there has been a Spawn.
    • Adamantoisetext.png

Like many NMs on HorizonXI There is a Claim Shield Any action will put you on the "claim" list. once the Claim Shield falls off, a random person will be picked to win the claim.HorizonXI specific changes

Aspidochelone's Shell Mechanics:

  • Aspidochelone now alternates between two states based on a 2,000 health threshold: inside and outside of its shell.
  • In-Shell State: When Aspidochelone retreats into its shell, it gains a significant regeneration effect.
  • To force Aspidochelone out of its shell, players must reduce its health by at least 2,000 points below the threshold it had when it entered the shell, counteracting any regeneration during this period.
  • Failure to force Aspidochelone out results in it automatically emerging after a set period or after a certain amount of regeneration (exact mechanics are currently debated).
  • Out-of-Shell State: Inflicting 2,000 damage to Aspidochelone when it's out of its shell will force it back in.
  • It's possible to bypass a shell phase entirely with sufficient damage in a single attack. For instance, if Aspidochelone is 500 points from retreating, a combined skillchain and magic burst dealing 3,500 damage might force it into and out of its shell in quick succession.

Strategic Considerations:

Two main strategies have emerged:

  • High Damage Approach: Aim for a 4,000 damage output in a single attack to surpass the next shell phase threshold, minimizing the health Aspidochelone regenerates.

  • Timed Skillchain/Magic Burst (SC/MB): Execute a SC/MB for at least 2,000 damage just as Aspidochelone retreats into its shell to quickly force it back out.

  • Failing to force Aspidochelone out of its shell more than a few times can be particularly punishing, as it brings the encounter closer to the 1-hour enrage timer.

Developer Insights:

  • The server checks every 400 milliseconds to determine if a phase change should be initiated.

This means damage above the 2,000-point threshold may not roll over into the next phase, potentially complicating players' strategies.

Notes

Strategic Considerations:

  • Two main strategies have emerged:

High Damage Approach: Aim for a 4,000 damage output in a single attack to surpass the next shell phase threshold, minimizing the health Aspidochelone regenerates.

  • Timed Skillchain/Magic Burst (SC/MB): Execute a SC/MB for at least 2,000 damage just as Aspidochelone retreats into its shell to quickly force it back out.
  • Failing to force Aspidochelone out of its shell more than a few times can be particularly punishing, as it brings the encounter closer to the 1-hour enrage timer.

Developer Insights:

  • The server checks every 400 milliseconds to determine if a phase change should be initiated.
  • This means damage above the 2,000-point threshold may not roll over into the next phase, potentially complicating players' strategies.

General Information: