2010-06-06, 02:46 AM
The topic in the extractions wasn't totally comprehensive in terms of how these new bosses worked, so here's a more detailed look into how they work. The reason it isn't completely comprehensive is because I just cleaned up a translated version of this from Korean, and this is all that was included in that original post. I could look this up myself, but downloading kMS mob.wz and skill.wz would probably take ages for me =/ I didn't include anything that was included in the extraction topic already so as not to be redundant.
Refer to this: http://www.southperry.net/showthread.php?t=26740 for the original post and this: http://www.southperry.net/showthread.php?t=14157 to calculate damage.
Probably the main problems for the chaos zakum arms are the constant random dispels and the seduce. The seduce isn't too much of a problem though since zombify won't be out yet, but the bishop in the seduce party would need auto-magic guard to concentrate fully on keeping the party alive. All magicians actually should probably have auto-magic guard. If ranged attackers need hyperbody to survive, dark knights would have to spam hyperbody to renew it immediately upon it being dispelled. Overall, the arms aren't too much trouble, although the reverse direction curse could get annoying along with possibly the joystick curse if you barely have enough hp to survive. Apart from needing HB spam for those with low hp, dispel doesn't really matter anymore once pet auto-skills come along.
The chaos zakum bodies are a little different from regular zakum in that the potion lock curse is thrown in. This makes 1/1s a lot deadlier since zombify is also present. Without mp, you can't even use your own healing skills like drain and chakra. Starting from 2nd body, it might be a good idea to just stand right in front of zakum and walk straight into it to take touch damage whenever the lightning animation starts so as to never get potion locked, though this requires a lot of hp. Dark knights will also have to pay attention to dispel to HB immediately. Without the hp to take touch damage, you'd have to communicate well with your bishop so that nobody in the party dies from zombify yet at the same time you can get healed when you need it under potion lock.
Chaos horntail is mostly the same as normal when it's at full hp, apart from the higher damage and hp. Because the left and right heads have zombify when attacked, those have to be saved for after the arms due to seduce. The first two parts to kill stay the same, the floor needs to be cleared as soon as possible because of seduce. After the legs and tail come the wings so that ranged attackers can survive without hyperbody. After the wings die, the middle head comes next because of its stun attack, which could lead to massive deaths if not taken care of before mass seduce. Magicians should have auto-magic guard for dispel. Once the middle head dies, the arms come next, right arm first because of curses. The left and right heads are saved for last, timing damage reflect and being careful clearing wyverns while damage reflect is up.
Approximate hp requirements for chaos zakum:
With threaten, with HB spammer at arms, no moving under joystick curse, no touching body: 5.9k after HB
With threaten, no HB spammer, no moving under joystick curse, no touching body: 5.2k before HB
No threaten, no moving under joystick curse, no touching body: 8.6k
With threaten, touching body: 9k
No threaten, touching body: 14k
Approximate hp requirements for chaos horntail:
With threaten, legs side or no threaten, tail side: 8.2k before HB (7.8k if your dark knight can HB quickly before the mid head attacks again after dispelling)
No threaten, legs side: 15.6k after HB
With threaten, touching tail: 22.6k
No threaten, touching tail: 35.5k
I made these approximations based off the exact damages on my stats(190 archer, 125 str, 1166 dex, 32 int, 27 luk, 422 defense, 257 magic defense) plus 200 hp as a safety cushion. Although chaos zakum and horntail may have seemed dumb and impossible at first, after looking at their new skills, it just seems to make them a little different in a way. Both are possible and don't have crazily ridiculous requirements in my opinion considering % hp equipment, new threaten, and the ton of accuracy the potential system will give.
Spoiler
Refer to this: http://www.southperry.net/showthread.php?t=26740 for the original post and this: http://www.southperry.net/showthread.php?t=14157 to calculate damage.
Probably the main problems for the chaos zakum arms are the constant random dispels and the seduce. The seduce isn't too much of a problem though since zombify won't be out yet, but the bishop in the seduce party would need auto-magic guard to concentrate fully on keeping the party alive. All magicians actually should probably have auto-magic guard. If ranged attackers need hyperbody to survive, dark knights would have to spam hyperbody to renew it immediately upon it being dispelled. Overall, the arms aren't too much trouble, although the reverse direction curse could get annoying along with possibly the joystick curse if you barely have enough hp to survive. Apart from needing HB spam for those with low hp, dispel doesn't really matter anymore once pet auto-skills come along.
The chaos zakum bodies are a little different from regular zakum in that the potion lock curse is thrown in. This makes 1/1s a lot deadlier since zombify is also present. Without mp, you can't even use your own healing skills like drain and chakra. Starting from 2nd body, it might be a good idea to just stand right in front of zakum and walk straight into it to take touch damage whenever the lightning animation starts so as to never get potion locked, though this requires a lot of hp. Dark knights will also have to pay attention to dispel to HB immediately. Without the hp to take touch damage, you'd have to communicate well with your bishop so that nobody in the party dies from zombify yet at the same time you can get healed when you need it under potion lock.
Chaos horntail is mostly the same as normal when it's at full hp, apart from the higher damage and hp. Because the left and right heads have zombify when attacked, those have to be saved for after the arms due to seduce. The first two parts to kill stay the same, the floor needs to be cleared as soon as possible because of seduce. After the legs and tail come the wings so that ranged attackers can survive without hyperbody. After the wings die, the middle head comes next because of its stun attack, which could lead to massive deaths if not taken care of before mass seduce. Magicians should have auto-magic guard for dispel. Once the middle head dies, the arms come next, right arm first because of curses. The left and right heads are saved for last, timing damage reflect and being careful clearing wyverns while damage reflect is up.
Approximate hp requirements for chaos zakum:
With threaten, with HB spammer at arms, no moving under joystick curse, no touching body: 5.9k after HB
With threaten, no HB spammer, no moving under joystick curse, no touching body: 5.2k before HB
No threaten, no moving under joystick curse, no touching body: 8.6k
With threaten, touching body: 9k
No threaten, touching body: 14k
Approximate hp requirements for chaos horntail:
With threaten, legs side or no threaten, tail side: 8.2k before HB (7.8k if your dark knight can HB quickly before the mid head attacks again after dispelling)
No threaten, legs side: 15.6k after HB
With threaten, touching tail: 22.6k
No threaten, touching tail: 35.5k
I made these approximations based off the exact damages on my stats(190 archer, 125 str, 1166 dex, 32 int, 27 luk, 422 defense, 257 magic defense) plus 200 hp as a safety cushion. Although chaos zakum and horntail may have seemed dumb and impossible at first, after looking at their new skills, it just seems to make them a little different in a way. Both are possible and don't have crazily ridiculous requirements in my opinion considering % hp equipment, new threaten, and the ton of accuracy the potential system will give.

