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  1. #1
    Hydra
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    Spade, Heart, Diamond, Club all killed in 1 run

    TL;DR:
    Unless he has an extremely rare drop, the only reward for killing Diabolos is the titles and the CS you get at the markings. It doesn't matter how many of them you kill, the reward is always the same.


    This is a goal I have dedicated my linkshell to for the past... half a year or more. We've been doing 2 Tav runs per month every month since before the time extensions in Tav were even discovered, and occasionally did boss kills just to get the titles. Recently, I made the decision that I wanted to compile as much information as possible about all 4 of them in order to devise a working strategy to kill all of them in a single run. Tonight, my linkshell finally succeeded in this goal.

    I will share all of my current findings about Diabolos here so that any linkshell interested in attempting the same feat, or simply killing any one of them will have some information to go off of, because the wiki's information is horribly off base. Mostly however, I'm sharing this information because I want other linkshells to kill Diabolos, and I want to know what the hell he drops if anything. My linkshell has over 20 successful wins, but we haven't seen anything yet.

    Umbral Diabolos
    Boring stuff first. 4 umbral diabolos in the hallway to the zonelines. Each one spawns a random Diabolos suit when aggro'd. They have TINY detection range (I estimate about 5' sight, and you have to practically bump into them to aggro by sound). They move in a simple pattern like most bees in the game do (Face random direction, move short distance, stop immediately if wall is in the way, /wait a few seconds before moving again). Each one you aggro gives a short monologue in /say, flies north a little ways, then despawns which triggers a Diabolos suit to spawn. Diamond NW, Spade NE, Heart SE, Club SW. I really hope anyone who does Tav regularly knows this already, but I like to cover my bases.

    Diabolos Heart:
    Magic: Drain, Aspir, Sleepga II, Blindga, Dispelga, Bio III, Death
    WS: Noctoshield, Dreamshroud, Ultimate terror
    Special notes: Takes approximately 1/4 normal magic damage, uses noctoshield immediately upon aggro, casts all his spells instantly as though he has chainspell active. Goes into "spell frenzies" where he casts 2-6 (more samples needed) spells back to back. After his frenzy is over, he'll stop casting spells and melee/ws as normal until next frenzy. He takes approximately 1 minute from the end of one frenzy to the beginning of another.

    When Heart's HP is below 10%, the ONLY spell he casts is death. This is extremely deadly when he reaches a spell frenzy, so the last 10% of his HP needs to go very quickly. More information is needed about what causes Heart to cast death before 10% HP. We've had battles where we fought him from 100% HP down to 10% HP before he even cast death a single time, and other battles where he cast death more than a dozen times before we even got him to 40%.

    Appears to have damage resistance. More testing is needed, but tomahawk seems to improve zergs against heart substantially.

    Diabolos Diamond:
    Magic: Drain, Blindga(rarely)
    WS: Hypnogenesis (AoE magical damage, ignores shadows), Cacodaemonia, Ruinous Omen, [Nightmare and daydream: see notes]
    Special notes: Diamond is the weirdest of the 4. Does not melee at all. Only uses magic and WSs. Uses nightmare(20' AoE around current target) approximately every 2 minutes and immediately follows with daydream (single target charm, 1 minute duration) 1-5 times. These work independantly of his TP so if he has 100+ TP when using nightmare, he can WS >> nightmare >> daydream x1-5, or nightmare >> WS >> daydream x1-5 which is extremely dangerous.

    Nightmare is a ranged ability with a large aoe (20') around the current target. After using nightmare, he will use daydream 1-5 times (increases in number the lower his HP gets) which inflicts charm for one minute and wakes the target if they're slept. The bio from nightmare makes it impossible to sleep anyone he charms if they were hit with nightmare. It is possible to be charmed by daydream even if you avoid nightmare, and it is possible to resist daydream with enough resist charm equipment. He will attempt to use daydream on his current hate target regardless of range, but daydream has a limited range (Tested to be greater than 20', possibly 25' max range). Therefore if someone pulls hate after nightmare and moves out of charm range, he'll waste his daydream attempts on a target out of his range.

    Healers should stay a good distance away from Diamond to wake everyone after nightmare. Everyone should be prepared to remove their weapon as soon as nightmare is used so they don't kill anyone if they get hit with daydream. Anyone with utsusemi, blink, and/or stoneskin is capable of tanking diabolos between nightmare cycles. The only dangerous attacks he has are drain(400+ damage) which he casts frequently, and hypnogenesis which he can only use when he has TP.

    Diabolos Club:
    Magic: Blindga, Dispelga
    WS: Nether blast (1k+), Ultimate terror, Somnolence, Camisado, Ruinous Omen (rarely), Nightmare (rarely)
    Special notes: Sometimes after a WS (usually nether blast), 1 or 2 copies called "Diabolos Shard" will spawn and copy Club's WS (weaker than Club's). Attacks quickly and frequently double attacks. Difficult if not impossible to debuff.

    The biggest difficulty with Club is surviving the big damage spikes he's capable of with nether blast and his shards copying WSs. If he needs to be held, it's best to have a ninja kite him. More information is needed to discern if his accuracy is low enough for evasion or -damage to be more important for tanking. Shell is vital for everyone because of his powerful nether blasts, and some extra mdb isn't a bad idea either (especially for tanks). Since he casts dispelga, healers need to be vigilant keeping shell on throughout the fight.

    Diabolos Spade:
    Magic: (none)
    WS: Nether tempest (AoE nether blast, 10'?), Sweeping somnolence (AoE somnolence, 10'?), noctoshield, more?
    Special notes: Melee attacks are very fast, double and possibly triple attack. Appears to only use AoE damage and defensive WSs. Is capable of spamming WSs several times every time he reaches 100 TP (I've seen up to 3 so far). Resists ESeal slow. Due to the facts that he has at least 2 AoE damage WSs which both ignore blink, and that he can use several WSs one after the other (a la Dark Ixion in aura mode), he can trigger a quick wipe of any unprepared group. Keep shell up, melees run away everytime he starts WSing. Ranged damage is much safer for Spade.

    I've only had a chance to watch Spade extensively once so far, so my information is largely incomplete. However, he is by far the easiest of the 4 as long as you don't panic and stay in control.

    Our strategy for killing all 4
    The basic strategy we walked into the battle expecting was to spawn 3 of the 4, zerg the first, use whatever we have left to zerg the second, hold the third to recover, bring it down to 10% HP, spawn the fourth, kill the third, hold the fourth to recover again, and finish it off. Kill order is Heart >> Club >> Spade >> Diamond.

    We were lucky because the 3 we got were Heart, Club, and Spade (in my opinion, the easiest 3 to begin with). Our thf held Club, and one pld held Spade with 1 pld on backup to help wherever there is trouble. Our zerg on Heart fell short because we had so much prep work going on, I forgot to remind people to use poisons and he opened with sleepga II. He managed to cast about 6 deaths (most of which were on blms and our heavy DD) before we took him down. Because of this, our kill on club was fairly slow, but our tanks and healers deftly kept things in control while we recovered from Heart. Once Club was down, we took a few minutes to rest up and moved on to Spade. Spade's WS spam took us a bit by surprise since he's been the rarest of the 4 for us, but he was still a pansy. When he was at 10%, I aggro'd the last Umbral Diabolos to spawn Diamond, then ran and used quick draw to get his attention and hold him as far from the group as possible.

    Special (pld/war) and I (cor/nin) took turns holding Diamond in a far corner while the group recovered. I used utsusemi to block his drains, and dnc roll to counteract nightmare. We took off our weapons so when we were charmed, we wouldn't kill anyone. Everytime he used nightmare >> daydream, we flagged the next tank to get ready to hold him. When he moved in towards the group after daydreams, next tank grabbed him and pulled him right back to the corner he was in before. Once everyone was recovered, we waited for him to charm the current tank, then rushed in and started killing. At about 15% HP (2 minutes after his last nightmare), I told everyone nightmare was coming soon, so scatter and take your weapons off, which they did. Nightmare only hit the current tank, daydream only got about 2 people, and the blms were quick to finish him off.



    A lot of effort went into this, and I would like to thank my entire linkshell, Turtle of Fenrir, for putting up with me spending this much time on something that ended up having no reward at all. I hope someone finds this information useful, and I hope someday someone gets this bastard to drop something.

  2. #2
    Yoshi P
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    Leviathan

    Congrats on the feat. I doubt it drops any except maybe the ultra-rare chance for 4x 100's like the other CoP bosses, but I doubt it drops even that as I'm pretty sure no one has ever seen that happen.

    Nevertheless, quite the feat, so congrats.

  3. #3
    The Once and Future Wamoura
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    For curiosity's sake; how much HP did the final Diabolos spawn with? Do they pop like; first Diabolos spawns with 100%, second spawns with 80%, third with 60%, etc?

  4. #4
    Banned.

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    All 100%, and they are up at the same time >.>, not spawned after one is killed.

  5. #5
    Witty Custom Title
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    Crazy. Great info.

  6. #6
    Nidhogg
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    Quote Originally Posted by Neosutra View Post
    All 100%, and they are up at the same time >.>, not spawned after one is killed.
    Unless something's changed in the last couple years, they should spawn at 50% if you popped 3 or 4.

    Killing all four at once has also been a goal of mine kept in the back of my mind to try someday. Someone was recently saying that two of them are sleepable? It got me thinking maybe you could pop all, ES-Repose two, zerg two, then finish off the slept ones? Was thinking of trying something like that out some day, after testing the sleep thing (use an earlier run as a trial to just spawn all 4 after getting SJs and attempt to ES Repose all of them to see which slept, then wipe and have two of the WHMs go change jobs and then do farming).

  7. #7
    Relic Weapons
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    Quote Originally Posted by Neosutra
    All 100%, and they are up at the same time >.>, not spawned after one is killed.
    No. The three Diabolos NMs they set up before they started would have had a portion of their full HP removed.

    Quote Originally Posted by Rocl
    For curiosity's sake; how much HP did the final Diabolos spawn with? Do they pop like; first Diabolos spawns with 100%, second spawns with 80%, third with 60%, etc?
    That's the only question I have, how much HP Diamond showed up with after you triggered the last Umbral.

    When Arkanna mentioned in the previous thread that a couple of the Diaboloses were susceptible to Lullaby and Repose, we went back and found that Diamond and Spade were the ones that could be slept with Repose (with ES and without ES, but the latter had at least a half duration resist).

    If you're spawning at least three at first, you should be able to keep one or both of Diamond/Spade completely asleep while you deal with the Club/Heart, depending on what the initial set is.

    Edit: Basically what Suiram said, minus the trying to write the post while doing Assault.

  8. #8
    Hydra
    Join Date
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    They follow the HP pattern regardless of whether or not you engage the ones that are already up before spawning the next. Once you engage, every Diabolos links, and every aggro'd Diabolos remains at the same HP as when they aggro'd.

    1st: 100% HP
    2nd: 66% HP
    3rd and 4th: 50% HP

    So in our case, Club, Spade, and Heart all started at 50% HP, and Diamond spawned with 50% HP. If we had aggro'd one, engaged it, then spawned 2 more afterwards, the first would have 100% HP, the second spawned would have 66% HP, and the third would have 50% HP. This also begs the question "What happens if you win in a battle against all 4 from the very start?". I love my linkshell very much, but frankly, I don't think we have enough relics to achieve this goal.

    A long long time ago, I tried to kill all 4 one at a time. We started with 1 at 100% HP, spawned the 2nd (66% HP) when the 1st was low, and spawned the 3rd (50% HP) when the 2nd was low. Back then, we didn't have nearly as much information as we have now, however, and our time was running low so I made the call to just end it at 3 kills. That's how I can vouch for how their HP works.

    Edit: I mostly play cor and blm for dynamis now, but I used to play brd a lot back when Roranora led the linkshell. When we were doing experimental battles against Diabolos back then I think I remember a horde lullaby landing on Diabolos Club once (I was trying to stop his shards from WSing). It would be interesting if anyone else could add to my notes on Diabolos, but for the time being, my LS has earned some pure farming runs in Tav.

  9. #9
    Melee Summoner
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    Fenrir

    grats, shameful theres no cool drop for that

  10. #10
    Relic Shield
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    Orson Dara
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    It's a lot of BS SE never gave even the regular 1 hr time extension that most CoP bosses give.

  11. #11
    New Merits
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    Ragnarok

    eh, if was just for the time extension D: 18 players limit, event song after the clear, the NPCs diabolos, small area compared to others, sure is just a different dynamis

  12. #12
    #Despair
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    Midgardsormr
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    Cerberus

    It is rather dickish that nothing drops from the Dynamis Lord-equivalent of the CoP zones, but then again this is SE so not terribly surprising.

    Regardless, that's some insane information; four TP moves I'd never even heard of too. Very nice. Thank you.

  13. #13
    The Once and Future Wamoura
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    Quote Originally Posted by Avarice View Post
    Regardless, that's some insane information; four TP moves I'd never even heard of too. Very nice. Thank you.
    Not to be a dick or take away any of the OP's accomplishment, most of the TP move information was already known. But yes, the post was an amazing look at the exact behavior of the four mobs, which is not so readily available.

    Oh, and I forgot to ask the most important question, since you kill all four Diabolos does that mean it is possible for all 3 parties to get the Nightmare Awakener title!?

  14. #14
    Bagel
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    Quote Originally Posted by Rocl View Post
    Oh, and I forgot to ask the most important question, since you kill all four Diabolos does that mean it is possible for all 3 parties to get the Nightmare Awakener title!?
    Doesn't the entire alliance get the title from a single kill? Most NMs work this way (kings etc). I wasn't aware of any NMs that only give their title to the kill party.

  15. #15
    The Once and Future Wamoura
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    Quote Originally Posted by Gergall View Post
    Doesn't the entire alliance get the title from a single kill? Most NMs work this way (kings etc). I wasn't aware of any NMs that only give their title to the kill party.
    Oh, well then. I don't know how I managed to forget that and equate it to party only but I certainly feel stupid.

  16. #16
    Salvage Bans
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    Phoenix

    Doesn't the Dynamis lord kill party get a special title different from the rest of the group?

  17. #17
    Nidhogg
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    Quote Originally Posted by Michelob View Post
    Doesn't the Dynamis lord kill party get a special title different from the rest of the group?
    The Dynamis Lord kill alliance gets a special title, that people in other alliances won't get. The Diabolos kill alliance also gets a special title, that people in other alliances won't get. Except it's Tav, so there are no other alliances, that's why Rocl feels stupid.

  18. #18
    Salvage Bans
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    Ah, I knew it was something like that. Been a long time since I have cared to check though.

  19. #19
    Sea Torques
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    Odin

    Killing all 4 is quite an accomplishment, sad that SE would put no rewards what so ever in that.

    should get something out of the last diablos killed depending which card name he is, for example killing heart last would drop 100 money, killing diamond last would drop a hydra equip, spade would drop an AF2 -1 and club last would give a 30min extension.

    and yes already sent this to SE suggestion box >.>

  20. #20
    CoP Dynamis
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    Quote Originally Posted by donnie View Post
    Killing all 4 is quite an accomplishment, sad that SE would put no rewards what so ever in that.

    should get something out of the last diablos killed depending which card name he is, for example killing heart last would drop 100 money, killing diamond last would drop a hydra equip, spade would drop an AF2 -1 and club last would give a 30min extension.

    and yes already sent this to SE suggestion box >.>
    I also sent some suggestions about dynamis. Specifically drop rate of -1/accessories. If enough ppl send dynamis related things they might actually think of another dynamis update.... I can dream, can't I?

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