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Aakas Defender (Aakas Instance)

Discussion in 'Creatures' started by Jenny ferr, Aug 29, 2012.

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  1. Jenny ferr

    Jenny ferr Well-Known Member Pro Users

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    New thread being maintained by May, can be found here:
    Aakas Defender - Aakas Instance

    *****

    Description:

    First encountered under the ancient city of Aakas, it is
    presumed that the Aakas Defenders were put in place
    to protect whatever lies in wait in the underground
    environment. Little more is known about them, and
    research efforts are slowed by the fact that it is
    difficult to study anything about them without the
    imminent threat of death.

    There is much conjecture about the differences and
    similarities between modern day humans and ancient
    Arkadians. IFN and Archaeological Society researchers
    suspect the Arkadians may have been the ones to set
    up the Sentinels.

    There may be more history here then first meets the
    eye.

    Creature Type:
    Instance Mob (Robot)

    Damage Type:
    20% Impact
    30% Cut
    10% Stab
    40% Burn

    ACA Challenge:



    Maturities:
    Defender
    Sentinel
    Paladin
    Warden
     
    Last edited by a moderator: Jan 17, 2015
  2. Boardian Chilix

    Boardian Chilix Active Member Pro Users

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    seems their attack have evolutionate, seems they now also do some kind of range attack on different targets at once , and look faster
     
  3. Uncle Mo

    Uncle Mo Active Member

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    Based on data collected below, here's what I know so far.

    For Starters we need to distinguish these mobs properly from the boss mob with the similar name. The common version of this mob are collectively referred to as Dehera Defenders. The ACA mission that needs to be associated with these mobs on Entropedia is entitled ACA Dehera Clearance - Dehera Defenders Stage (#).

    (The boss mobs are collectively referred to as Dehera Sentinels. The ACA mission that needs to be associated with these mobs on Entropedia is entitled ACA Dehera Clearance - Dehera Sentinels Stage (#))

    Dehera Defenders have four maturities:

    Level 2 - Aakas Defender - 250 Health - 17 Max Damage
    Level 6 - Aakas Paladin - 700 Health - 36 Max Damage
    Level 12 - Aakas Sentinel - 1300 Health - 66 Max Damage
    Level ? - Aakas Warden - ? Health - ? Max Damage (I'll get these filled in soon)

    I could not detect any regeneration rate.

    These mobs have a bit of an unusual damage type:

    20 % of the time these mobs will hit you with an Area of Effect Direct Damage (Direct Damage meaning it completely ignores any armor) type that will hit you for a percentage of your health depending on the mob's maturity. This damage type changed drastically with the advent of VU 14.1.

    The Aakas Defender will hit for 5% of your total health.
    The Aakas Paladin will hit you for 10 % of your total health.
    The Aakas Sentinel will hit you for 12 % of your total health.
    The Aakas Warden will hit you for ? % of your total health. (I'm working on it)

    80 % of the time these mobs will hit you with melee damage giving Evade skill. The percentage breakdown is:

    40% Burn
    30% Cut
    20% Impact
    10% Stab

    You will encounter these mobs quite a bit and the frequency increases the higher the key's level so you'll need a solution for them. I have an Evader of 23, 143 health and I can do the Defenders and Paladins Naked with no problems. Vigilante works quite well for the Sentinels. With these damage types there will be plenty of options to choose from.

    Hopefully we can get this uploaded to Entropedia.
     
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  4. KikkiJikki

    KikkiJikki Well-Known Member Pro Users

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    Lots of good work here but consider the possibilty that one of the two attacks is an area effect attack that ignores armour and does a % of ur current hp. I have heard reports that teams have received simultaneous damage. Very important to be able to tell which attack type is happening.

    As to damage types I think its very difficult to draw reasonble conclusions with out recording decay also. A real pain in an instance where u cant just take one hit, jump in vtol and head to outpost to do calculations. Even so, I feel the way forward is probably to have a bunch of different armour setups carried with icons for quick change set up. Encounter an defender and take a hit then quickly remove that armour before you get hit again and then carry on the fight. Record the damage for that hit. Maybe put on some different testing armour for the next one. When you get to a trade terminal do fruit tests to determine the decay.

    Then once you have finished the instance you can take some time to analyse the results and perhaps draw some conclusions or work out next tests to do.

    It's likely to be a long drawn out process but could perhaps be shortened if you go in as a team and everyone does a test on different armour setups, to gather the data more efficiently.
     
  5. Neil

    Neil Adviser Pro Users Arkadia Adviser

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    Yes, the area of effect hit does a certain percent of hp, and I think it's somewhere around 30% of hp, assuming my armor is not protecting against it. I usually wear liakon/ghost +5B and the armor does not appear to protect against the AoE at all, since I get 0.5 hits when i'm almost dead... if my armor were protecting against it, I'd get no lower than 1.0, right?

    Liakon/Ghost +5B always get 1.0 from the regular attack.
     
  6. Uncle Mo

    Uncle Mo Active Member

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    Thanks for the replies Kikki and Neil. It looks like I've bitten off more then I can chew here. Not being able to jump in a vehicle and the fact that the instances are timed make things problematic. Add in AOE damage that ignores armor and things become really confusing.

    I think I'll focus on what armor/plate types allow for players to complete an instance in the most cost effective way. I think Key's 1 to 3 can be completed without armor.
     
  7. Uncle Mo

    Uncle Mo Active Member

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    (This mob changed drastically since the last VU so all this data is now useless.)
     
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  8. KikkiJikki

    KikkiJikki Well-Known Member Pro Users

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    Great tip here

    Might be interesting to swap in pixie for the adj pixie to see if that affects the non-aoe damage.
     
  9. Neil

    Neil Adviser Pro Users Arkadia Adviser

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    Am I reading that right? There are two different kinds of area of effect attacks??

    I like to fight the statues by having very low health (<20 hp) and using armor that absorbs all of the normal hit (only 1.0 hits). They'll never kill you that way unless they gang up on you.
     
  10. Uncle Mo

    Uncle Mo Active Member

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    I'm going to keep posting data that I'm collecting. I couldn't have picked a tougher mob to try to examine.

    1. Since half the damage output of this mob is based on current health, only data collected while I'm at full health is useful.

    2. I can't drop a vehicle in the instance so I have to try to collect hits that aren't the aoe damage and hot-swap armour sets.

    3. Instances are timed so I have to hurry up constantly


    Good data so far:

    Level 2 Aakas Defender. Max damage I'm going to put at 17. (Picking this number until I can gather more data.)

    The data I've collected is between 8.7 and the mid sixteens. I'll try to get a bit larger data set for these, but I think this is accurate.

    Level 6 Aakas Paladin. Max damage looks like 38.

    88 data points colected resulted in 26 30% HP hits, 26 25% HP hits and 36 other damage ranging from 19-35.3


    Musca Armor with 3B - 20 damage allowed

    - Musca Armor - .392 PEC decay = 7 Damage mitigated 3 Impact 2 Cut 2 Stab (Rules out Acid damage)

    - 3B Plates - .296 PEC decay = 5 Damage mitigated 2 Impact 3 Burn (Rules out Penetration damage)

    - 6A Plates - .820 PED decay = 12 Damage mitigated 12 Burn (Confirms no Penetration)

    Health regen appears to be zero. I damaged these mobs some and just tanked them for ten minutes. Their health bars didn't move.


    Inconclusive data

    - Gremlin - 3.646 Decay approx 38.8 Damage mitigated. Imp Cut Stab Burn should be 47 damage mitigated so I need to try Gremlin on the highest maturity. Looking for a decay of 4.73
    - 3.719 Decay approx 39.5 Damage mitigated (14.4 damage allowed)

    - Hunter Mentor - 3.496 Decay approx 37.4 Damage mitigated. Imp Cut Stab Burn should be 42.5 damage mitigated so I need to try Hunter Mentor on the highest maturity. Looking for a decay of 4.175

    - Adjusted Pixie - 1.384 Decay approx 18.? Damage mitigated. Imp Cut Stab Burn should be 23 damage mitigated so I need to try Adj Pixie on the highest maturity. Looking for a decay of 1.822
    - 1.653 Decay approx 21.5 Damage mitigated (22.6 Allowed)

    - Vigilante - 3.939 Decay approx 41 Damage mitigated. Imp Cut Stab Burn should be 49 damage mitigated.....Looking for a decay of 5.0405

    Damage types are looking like Imp, Cut, Stab, Burn.

    More to come! This is a bit of a slow process :p
     
  11. KikkiJikki

    KikkiJikki Well-Known Member Pro Users

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    Hi Mo,

    My only worry here is your assertion that all mobs max damage is divisible by 3. That's not actually the case. Combibo young does max 17. Zadul Guardians have max damage 41. So there's a little bit of uncertainty still with these guys based on your results so far. Agreed that Defenders max dam will be as least 18 bases on the minimum hit you took . Paladins could be as high as 38.

    Sometimes it can take a little bit of additional data collection to refine your results but it looks like you are at least zeroing in on an answer.

    Great that you've shown there are two different damage values for aoe attacks.

    Be sure to take time to have some fun in between the work you are doing on this.

    Regards,
    KikkiJikki
     
  12. Uncle Mo

    Uncle Mo Active Member

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    Good to know. I will continue to compile baseline data.
     
  13. Uncle Mo

    Uncle Mo Active Member

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    I took some baseline data from L12 Aakas Sentinels today. More bizarre results. Here's the data sets.

    Naked - 32 Data points ranging in damage from 33.9 to 65.8, all different numbers and 8 data points of exactly 17.2 damage (12% of my health)

    With Gremlin Armor - 28 data points ranging from 1 to 19.9 , and very evenly spread out inbetween. Only one data point had a result of 1. 8 data points of exactly 17.2 (12% health)

    With Jarhead armor - 24 data points of 1 damage, 1 data point of 5.5 damage, 1 data point of 1.7, 1 data point of 1.4 damage and 9 data points of 17.2 damage or (12%)

    Woah! What is going on here?! At this maturity the aoe direct damage type was significantly less frequent and for a much reduced percentage (12%). The remaining damage was quite random. The data pool is small but it points to a MAX damage of 66 so far for this maturity.

    Without armor the average damage from the random damage types was 50.09 (75% of an estimated 66 MAX dam = 49.5).
    With Gremlin the average damage from the random damage types was 8.1.
    With Jarhead the average damage from the random damage types was in the 1.2 range. Since most of the damage was totally mitigated this data doesn't help much. However we can see that there were hits that were not totally mitigated so we can draw some conclusions.

    Gremlin is 15 Impact, 9 Cut, 11 Stab and 12 Burn. Let's suppose the damage percentages were 25% Imp Cut Stab Burn each.

    With Gremlin the results would be:

    - A hit of 33 damage should result in 8.25 of each damage. Net 1 damage
    - A hit of 34 - 8.5 damage ea. Net 1 damage
    - A hit of 35 - 8.75 Net 1 damage
    - A hit of 36 - 9 damage ea. Net 1 damage

    After this we should see a bit of damage leaking through. I won't list all the possible hits, you get the idea though

    - A hit of 40 - 10 damage ea. Net 2 damage
    - A hit of 45 - 11.25 damage ea Net 2.5.
    - A hit of 50 - 12.5 damage ea Net 5.5
    - A hit of 55 - 13.75 damage ea Net 9.25
    - A hit of 60 - 15 damage ea Net 13 damage
    - A hit of 66 - 16.5 damage ea Net 19 damage

    Again the data range when wearing Gremlin armor was in fact 1-19.9. Looks pretty dammed close to me. Let's use the same logic with Jarhead armor. 20 Impact 21 Cut 14 Stab 10 Burn.

    - A hit of 33 damage should result in 8.25 of each damage. Net 1 damage
    - A hit of 34 - 8.5 damage ea. Net 1 damage
    - A hit of 35 - 8.75 Net 1 damage
    - A hit of 36 - 9 damage ea. Net 1 damage
    - A hit of 40 - 10 damage ea. Net 1 damage
    - A hit of 45 - 11.25 damage ea Net 1.25 damage
    - A hit of 50 - 12.5 damage ea Net 2.5 damage
    - A hit of 55 - 13.75 damage ea Net 3.75 damage
    - A hit of 60 - 15 damage ea Net 6 damage
    - A hit of 66 - 16.5 damage ea Net 9 damage

    So with Jarhead, if damage was 25% each we should be seeing half of the damage inflicted ending up with a result of greater than 1. Of the 27 data points I gathered, 24 had a result of 1, and only 3 were above that. This suggests that a greater portion of of the damage is probably Impact and/or Cut. For fun let's estimate the results if damage was 30% Imp Cut and 20% Stab Burn.

    - A hit of 33 damage should result in 9.9 Imp and Cut and 6.6 Stab Burn. Net 1 damage
    - A hit of 35 - 10.5 I/C & 7 S/B Net 1 damage
    - A hit of 40 - 12 I/C & 8 S/B Net 1 damage
    - A hit of 45 - 13 I/C & 9 S/B Net 1 damage
    - A hit of 50 - 15 I/C & 10 S/B Net 1 damage
    - A hit of 55 - 16.5 I/C & 11 S/B Net 2 damage
    - A hit of 60 - 18 I/C & 12 S/B Net 3 damage
    - A hit of 66 - 19.8 I/C & 13.2 S/B Net 3.2 damage

    So not quite right, but this model fits much better with the data pool. Now the data pool is quite small and I haven't ruled out all the necessary damage types just yet, but I think I'm getting closer.



    More to come!
     
  14. Uncle Mo

    Uncle Mo Active Member

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    P.S. Some of this data was collected before the last VU. So no I need to redo everything! This sucks big time.
     
  15. Uncle Mo

    Uncle Mo Active Member

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    Okay so I have to redo all my baseline data. This mob has changed a bunch. The AOE direct damage is much less and hits less frequently.

    Level 02 Aakas Defender. 250 HP's (Did some quick math using FRAPS)
    Level 06 Aakas Paladin. 700 HP's
    Level 12 Aakas Sentinel 1300 HP's
    All data points collected were while I was at full health.

    No Armor - I was hit 55 times for between 8.2 to 16.9 Damage and 12 times for exactly 7.2 damage (5% of my health). I believe the 7.2 damages were the aoe direct damage type (Area of effect and ignores armor.) It looks like 17 is the MAX damage for this mob still.

    This is a huge change for this mob! The aoe direct damage type has been significantly reduced both damage amount and frequency. (So far 221 hits have been regular damage and 64 have been the aoe direct damage type. So 22 % of the damage received is aoe direct damage with varying damage percentages depending on the mob's maturity. **5% - Defender**10% - Paladin**12% - Sentinal**) This data set is smallish so far but I'm calling it 20%.
     
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  16. Neil

    Neil Adviser Pro Users Arkadia Adviser

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    Thanks Uncle Mo. I know it's a huge amount of work to do these damage analyses and I just wanted to say it's greatly appreciated! +rep
     
  17. Uncle Mo

    Uncle Mo Active Member

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    Level 06 Baseline data -

    29 Hits ranging from 18.8 to 37.5. 13 Hit of exactly 14.4. (10% of my Health)

    I retested decay samples:

    Musca armor - 24.4 damage allowed. Decay .392 PED for 7 Damage mitigated. Impact, Cut and Stab are confirmed. Acid is out.

    3B plating - Decay .296 PED. 5 Damage mitigated. Rules out Penetration.

    4A plating - Decay .901 PEC for 13 Damage mitigated. Confirms Imp Cut Stab and rules out Acid again.

    Adjusted Pixie - 34.4 Damage allowed - Decay 1.822 PEC For 23 Damage mitigated. Imp Cut Stab for this armor = 23! Rules out Cold and Electric.

    I'm excluding Shrapnel damage. Acid, Pen, Cold and Electric are out

    Damage types are a combination of Imp Cut Stab and Burn!
     
  18. Uncle Mo

    Uncle Mo Active Member

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    Time to start hammering out some percentages.

    Level 12 Aakas Sentinel naked -

    23 Hits from 33.3 to 65.1 damage (48.2 Avg.) I'm leaning toward 66 Max damage. (.75 Max dam = 49.5) Need more data of course.
    4 Hits at exactly 17.2 damage (12% of my health)

    With Firewall Mk. III

    27 Hits ranging from 29.3 to 62.7. (42.19 Avg.)
    Assuming 20 Stab is able to mitigate all stab damage, I'm setting Stab damage at 10%

    I'll knock out the other three percentages when I get time. (30% each maybe?)
     
  19. Uncle Mo

    Uncle Mo Active Member

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    Okay so I spent the last instance working with Goblin plus 6A. It was a bit tough at first because I was either running into minimum decay damage with the Goblin, or maxing out the 6A plate. So I needed to find a Level 06 Aakas Paladin that would give me a hit that was 'just right'. I finally found one.

    Goblin plus 6A. 10.6 Damage allowed. Goblin decay .293 approx 4.95 Impact Damage Mitigated. 6A decay .651 Decay approx 9.9 Burn Damage mitigated. Given that Stab = 10% damage and we know the total damage of the hit, all damage types can now be calculated.

    Using a bit of rounding to account for the approximations above I can conclude these mobs do:

    40% Burn
    30% Cut
    20% Impact
    10% Stab

    I have a few more data points to collect with the highest maturity and I'd like to gather more data to confirm Max Damage for each maturity and the percentage frequency of the AOE DD type.
     
  20. KikkiJikki

    KikkiJikki Well-Known Member Pro Users

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    Mo,

    Thanks for all your effort. Based on your data I would like to add a little more analysis.

    One thing we know, is when a mob does max damage the it does an integer value of each damage type. This means that the % breakdown can vary a little from maturity to maturity.

    Now in your earlier analysis you observed that the level 6 defenders did between 19 and 35.3 pts of damage. Based on this the two most reasonable values for max damage are either 38 (double 19) or 36 (lowest integer higher than observed damage).

    Assuming your calculation of % breakdown is correct, how would this translate to the pts breakdown when max damage is done. I took the two potential values for max dam, multiplied by your % and rounded to the nearest integer.

    Scenario 1 - Max dam = 38.
    Burn = 15
    Cut = 11
    Impact = 8
    Stab = 4
    Total = 36

    Scenario 2 - Max dam = 36
    Burn = 14
    Cut = 11
    Impact = 7
    Stab = 4
    Total = 36

    So with both of these, we don't quite have a 40/30/20/10 % breakdown. eg 15/38 = 39.5%. 14/36 = 38.9%

    Now what happens if we apply the above scenarios to the damage observed by you?
    You measured:
    9.9 burn
    4.95 impact
    10.6 got thru
    25.45 total.

    Scenario 1.
    25.45 is 67% of 38. Applying that % to the damage breakdown:
    Burn - expected damage = 15 * 67% = 10.05
    Impact - expected damage = 8 * 67% = 5.36
    Got thru - expected = 25.45 -10.05 - 5.36 = 10.04
    That's nearly 0.5 off what was observed. :(

    Scenario 2.
    25.45 is 70.7% of 38
    Burn - expected damage = 14* 70.7% = 9.898
    Impact - expected damage = 7* 70.7% = 4.949
    Got thru - expected = 25.45 -9.898 -4.949 = 10.603
    This is a much better fit for your data.

    So based on that I think the max damage from the lvl 6 defenders is 36.

    Regards,
    KikkiJikki
     
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