
Originally Posted by
Wardeniii
We killed him 6 times in a row yesterday, with fight times varying from 10-17 minutes with 14 people. Fights got progressively shorter as we began to get the hang of it. I was using logger to record the fights so that I can go back over them later, but I haven't had a chance to yet. While fighting though, we observed the following:
1) When the gnat has a debuff on it, it appears to prioritize emetic discharge over booming bombilation (I'm sure you know this Jem, but for others, booming bombilation does 700-1400 damage, plague, slow - just a nasty TP move altogether). Any debuffs are obviously wiped whenever he uses emetic discharge, so along the same lines of the scorpion -- you will need to reapply debuff(s) regularly.
2) At the beginning of the fight the gnat appears to take full/normal damage (2500-3000 drakes, 0-1 damage from dia). Immediately after using one weapon skill, but before the gnat uses even a single TP move, we notice a stark decreases in our WS and white damage. The second drakes usually does 1400-1700, then 700-900, going as low as 200-300.
3) Whenever the gnat is taking little to no physical damage (what seems to cap at 90% PDT), the murasamemaru SAM will be doing 2500-3500 Shohas, formless strikes results in auto-attacks from 300-600 damage, dia will do 9 damage, WHM's have reported holy II doing 3K+ damage, and SCH's doing 3-5K nukes at this time as well.
4) After seeing these enhanced magic damage numbers, it seems that physical damage will begin to increase again for a short duration, which is again followed by decreased physical damage, and increased magic/non-elemental-non-physical damage.
5) The gnat also appears to gain drastically increased evasion at some points as well. I am not sure if this is the result of our failure to keep a debuff on him 100% of the time or what. However, continuing to nuke, weapon skill when you can, and enfeeble him seems to eventually lead to this evasion bonus going away.
So sadly, nothing is 100% certain on the gnat still. However, this seems to be a workable strategy to consistently kill him in ~9-12 minutes if you are paying attention. I should also clarify that at certain times, it seemed that certain melee would be doing full damage, while others would be experiencing reduced damage dealt. i.e. the bloodbath axe would be doing multi-thousand damage upheavals, while drakes would still be experiencing some degree of damage penalty (doing 500-700). There were also times where all melee would be doing about 90% reduced damage, but the ranger would be landing ranged attacks for 2K+, with 4-5.5K coronochs.
The overall idea just seems to be: Keep him enfeebled to lock out the terrible TP move, and bring various sources of damage to keep the gnat moving back and forth along what appears to be a sliding scale of damage. We only had 1 ranger, so you would likely be fine without any, but there were definitely times that the melee were doing very poor damage that the ranger was going man-mode.
Another hypothesis we have is that he becomes more vulnerable to particular sources of damage based on the debuff/TP move he has most recently used (i.e. takes more magic damage after he uses addle, more physical after using slowga, and more ranged damage after using blindga). I'll have to look at the logger to start reviewing that idea, but either way -- he can be killed in less than 10 minutes with a varied dps setup.