Event NPCS

Discussion in 'Newbies' started by lNightTimel, Apr 12, 2020.

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  1. If you have additions, corrections, or questions contact me at NotFooJub#7980 on Discord.

    MAPS
    Cowering cyborg, these cyborgs begin running upon being shot regardless of how low shd/hp is, and will only stop running if they are no longer under threat. They are fast.
    This cyborg does not naturally spawn in x-6/7/8, but relies on troublemaker cyborg reaching 50/25% hp to spawn them. When spawned they act normally, and do not actively protect the Troublemaker.

    Troublemaker cyborg, upon reaching 75% hp spawns 10 Cowering cyborg. Upon reaching 25% hp EMP's and spawns 5 Cowering Cyborg. This Cyborg is slow.

    These NPCS deal same damage and have same stats on ALL MAPS

    Troublemaker cyborg has a respawn timer of 4 minutes, and each map has a different amount that spawn.
    x-8: 5 Troublemaker
    x-6: 2 Troublemaker
    x-7: 4 Troublemaker

    Cowering Cyborg (x-2/3/4/6/7/8)
    -20k HP
    -15k SHD
    -400 DPS

    Troublemaker Cyborg (x-6/7/8)
    -400k HP
    -300k SHD
    -3-4k DPS


    ETERNAL GATE
    Each cycle increases npc health and rewards by 80% of the last (not initial) cycle. Shields remain the same. Range increases?
    Ships to use:
    Aegis (very early, 1-42, only if you need to OR 42+ if you don't want to use energy leech)
    Solace (early-mid, 1-252)
    Zephyr (mid-late, 252-378)
    Berserker (endgame, 378+)

    Zephyr will not lose stacks between jumps in the gate, exiting gate will remove all stacks HOWEVER stacks gained before jumping in remain. So if you accidentally jump out or need to jump out before a difficult stage, you can pop 20 streuners on x-1 and those stacks will transfer.


    Ammo packages
    Shielded Cyb0rg:
    SAB-50 - 4k/7,200/12,960/23,328/41,990/75,583/136,049/244,888
    CBO-100 - 1k/1,800/3,240/5,832/10,498/18,896/34,012/61,222
    SAR-02 - 300/540/972/1,750/3,149/5,669/10,204/18,367
    PLD-8 - 50/90/162/292/525/945/1701/3061
    SR-5 - 20/36/65/117/210/378/680/1,224

    Demolition Cyb0rg:
    DD-M01 - 20/36/65/117/210/378/680/1,224
    EMP-M01 - 20/36/65/117/210/378/680/1,224
    SAB-M01 - 20/36/65/117/210/378/680/1,224
    AC-M01 - 30/54/97/175/315/567/1,020/1,837
    SL-M01 - 40/72/130/233/420/756/1,360/2,449

    Singularity Cyb0rg:
    EMAA-20 - 1,000/1,800/3,240/5,832/10,498/18,896/34,012/61,222
    PLT-2021 - 750/1,350/2,430/4,374/7,873/14,172/25,509/45,917
    UCB-100 - 1,500/2,700/4,860/8,748/15,746/28,344/51,018/91,833
    UBR-100 - 150/270/486/875/1,575/2,834/5,102/9,183

    Special Abilities
    Note that hounding, singularity, and reflector npc's damage over time runs out the duration even after npc death. You can still die with no npc's present on map.
    Shielded Cyborg ability:
    Leech shield from player after dropping below 25% shield. Even after regenning fully the ability will stay active, and will only stop if npc is killed or (temporarily) stop if player has no shields to siphon.

    Singularity Cyb0rg ability:
    Map-wide 15k dps, unlike player singularity this has standard penetration and can be significantly hindered by shields. Cooldown and duration vary, on initial cycle, duration is 11s, while later stages increase in 1s duration each. Cooldown on all cycles appears to vary wildly, being as low as 1s and as high as 1:15.

    Demolition Cyb0rg abilities:
    Sticky bomb does 40% of current hp, standard shield penetration, cannot kill
    Mines do 20% of current hp, standard shield penetration, cannot kill, can be ISH'd. Mines trigger at x and x

    Phasing Cyb0rg abilities:
    At 80, 50, and 30% hp, a pod will spawn on your current location dealing 30k damage for 5 seconds.
    Phase jump -

    Reflector Mimesis:
    18k dps, 6s cooldown, duration varies, duration will run out even after npc death.

    Medic Mim3si5:
    .2% of self and surrounding AI hp healed every 10 seconds, scales with cycle due to based off hp.

    Below (75%?) hp, begins shooting rocket dealing 28-34k (cycle 1), this rocket scales with cycle.
    Health(H) Shield (S) Damage (D)
    High difficulty waves highlighted red
    1. Streuner (20x)
    H:1.6k/
    S:800
    D:35/
    2. Lordakia (20x)
    H:4k/
    S:4k
    D:140/
    3. Assailant Mim3si5 (2x)
    H:90k/
    S:60k
    D:850/
    4. Kristallin (6x):
    H:50k/
    S:40k
    D:1k/
    5. Hexor Mim3si5 (4x)
    H:120k/
    S:80k
    D:2.25k/
    (END OF MAP)

    6. Boss Lordakia (15x)
    H:8k/
    S:8k
    D:
    7. Sibelonit (8x)
    H:32k/
    S:32k
    D:700
    8. Demolition cyborg (5x)
    H:40k/
    S:30k

    D:390
    9. Protegit (12x)

    H:30k
    S:25k
    D:615

    10. Raging mim3si5 (2x)
    H:270k/
    S:180k
    D:2.5k
    (END OF MAP)

    11. Infernal (5x)
    H:50k/
    S:60k
    D:1.05k
    12. Shielded Cyb0rg (3x)
    H:100k/
    S:200k
    D:1.3k/
    13. Melter (4x)
    H:150k/
    S:200k
    D:2.25k
    14. Assailant Mim3si5 (2x)
    H:450k/
    S:300k
    D:4.2k

    (END OF MAP)

    15. Vagrant (10x)
    H:40k/
    S:40k
    D:2.2k
    16. Corsair (3x)
    H:200k/
    S:120k
    D:7k
    17. Hooligan (5x)
    H:200k/
    S:160k
    D:6.1k
    18. Demolition Cyb0rg (3x)
    H:400k/
    S:300k
    D:3.9k
    (END OF MAP)

    19. Barracuda [NO DETONATION] (4x)
    H:180k/
    S:100k
    D:5k
    20. Interceptor (16x)
    H:60k/
    S:40k
    D:430
    21. Medic Mim3si5 (weak) (2x)
    H:487.5k/
    S:325k
    D:
    22. Saboteur [NO SLOW ROCKET] (5x)
    H:200k
    S:150k
    D:3.5k
    23. Sniper Mim3si5 (1x)
    H:1.05m/
    S:700k
    D:5.1k
    (END OF MAP)

    24. Saturn Phoenix (28x)
    H:12k/
    S:30k
    D:
    25. Saturn Pirahna (20x)
    H:51.2k/
    S:64k
    D:
    26. Saturn Bigboy (8x)
    H:128k/
    S:150k
    D:
    27. Piercing Mim3si5 (2x)
    H:525k/
    S:350k
    D:
    28. Saturn Goliath (6x)
    H:256k/
    S:150k
    D:

    29. Shielded Cyb0rg (4x)
    H:200k/
    S:400k
    D:
    (END OF MAP)

    30. Kristallin (15x)
    H:50k/
    S:40k
    D:
    31. Kristallon (5x)
    H:200k/
    S:150k
    D:
    32. Singularity Cyb0rg (1x)
    H:365k/
    S:265k
    D:
    33. Boss Kristallon (2x)
    H:640k/
    S:480k
    D:
    34. Hounding Mim3si5 (1x)
    H:1.575m/
    S:1.05m
    D:
    (END OF MAP)

    35. Medic Mim3si5 (2x)
    H:732k/
    S:488k
    D:
    36. Piercing Mim3si5 (2x)
    H:1m/
    S:700k
    D:
    37. Hardy Mim3si5 (1x)
    H:900k/
    S:1.8m
    D:
    38. Reflector (2x)
    H:1.125m/

    S:750k
    D:
    (END OF MAP)

    39. Demolition Cyb0rg (5x)
    H:400k/
    S:300k
    D:

    40. Shielded Cyb0rg (8x)
    H:200k/
    S:400k
    D:
    41. Singularity Cyb0rg (5x)
    H:
    S:
    D:
    42. Phasing Cyb0rg (1x)
    H:3.88m/
    S:389k
    D:

    (END OF CYCLE)

    This will be updated periodically.

     
    Last edited: Apr 16, 2020
    mkb1, KilerStreak, KIŁŁĘ® and 5 others like this.
  2. Updated
     
    KilerStreak and KIŁŁĘ® like this.
  3. coobo99

    coobo99 User

    Do you mind if I post a quick bit of advice here? If so, I can delete.

    Crab is very useful in this gate. When dealing with Reflectors, you can run and rep (Something I wasn't aware of at first). Singularities hit you from across the map, but they both (Reflectors and Cyborgs) deal damage regularly. Crab will cause all of the damage to reflect onto your shields. This is great for when you're in a solace. You can handle 2 or so Cyborgs on your speed side, take a quick shot to your HP and move onto your battle config. Crab will keep your HP untouched and your shield can gain minor boosts from CBO or SABing shield before unloading EMAA or x4/RSB.
    I struggled with these waves before realizing this. I was using Leech, battle rep bot 2s and solace ability. After using crab, I didn't even need leech. I handled the singularities with one HP rep of my solace. This is wave 124 where I only had around 1mil shield total with ring. Only around 700k-800k shield in heart.