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Done P2
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spectria-limina committed Dec 7, 2024
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3 changes: 2 additions & 1 deletion content/fru/p1.md
Original file line number Diff line number Diff line change
Expand Up @@ -187,7 +187,8 @@ The {{cast(n="Burnt Strike")}} is a north-south line cleave, followed by:

Right after the follow-up attack, the towers will go off and, at the same time,
the {{buff(b="powder-mark")}} detonates on its target and the newest player
If a tower is missed, it explodes in a heavy raidwide with {{buff(b="ddown", dur="2m")}}.
If a tower is missed, it explodes in a heavy raidwide
with {{buff(b="ddown", dur="2m", short=true)}}.

## Enrage

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107 changes: 83 additions & 24 deletions content/fru/p2.md
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Expand Up @@ -14,8 +14,9 @@ Although she looks the same, Ryne is possessed by Mitron
and is called the {{mob(n="Usurper of Frost")}}.
But everyone still calls her {{mob(n="Shiva")}}.

This phase is the closejst that FRU has to a trio phase, with two long downtime mechanics.
This phase is the closest that FRU has to a trio phase, with two long downtime mechanics.
Unlike a traditional trio phase, however, there is a little bit of uptime mechanic sprinkled in.
To complete the phase, she must be brought down below 20% health before the end of the enrage.

As before, unless otherwise noted, any attack
other than a spread, stack, raidwide, or tankbuster inflicts {{buff(b="ddown", dur="2m")}},
Expand Down Expand Up @@ -117,7 +118,8 @@ in a random {{gloss(k="principal direction")}}.

About 4 seconds after the last puddle drops, without any other warning,
she uses {{ice(t="Shining Armor")}}.
This is a gaze attack that inflicts {{buff(b="ddown", dur="2m")}} and {{buff(b="stun", dur=8)}}.
This is a gaze attack that inflicts {{buff(b="ddown", dur="2m", true)}}
and {{buff(b="stun", dur=8)}}.
The stun will make impossible to pass the next part of the mechanic,
so you can't look at {{mob(n="Shiva")}} no matter how hot she is.

Expand Down Expand Up @@ -155,7 +157,7 @@ in the center of the arena.

### Hallowed Ray

Immediately after reappearing, the {{mob(n="Usurper")}} begins casting {{light(n="Hallowed Ray")}}.
Immediately after reappearing, the {{mob(n="Usurper")}} begins casting {{cast(n="Hallowed Ray")}}.
This is a {{gloss(k="full-party stack")}} line {{gloss(k="AoE")}} on a random player.

The only thing of note is that the attack direction snapshots quite early,
Expand Down Expand Up @@ -218,22 +220,37 @@ This is very convenient, because {{buff(b="lightsteeped", stacks=5, short=true)}
Everyone must get exactly four stacks.

The initial raidwide doles out several markers and debuffs.
It is believed that these are given out completely at random, with no pattern.
It is believed that these are given out completely at random, with no role-based patterns.

* Two players receive a pink marker with a circular {{gloss(k="AoE")}} {{gloss(k="omen")}}.
* One of these receives {{buff(b="lightsteeped", stacks=2, short=true, dur=36)}},
* The other receives {{buff(b="lightsteeped", stacks=1, short=true, dur=36)}}.
* The remaining six players each receive {{buff(b="chains-light", dur=10)}},
visibly displaying as tethers connecting them to two other players.
These tethers are not yet active.
* Two of these players receive {{buff(b="weight-of-light", dur=16)}},
indicated by large golden orbs above their heads.
* Three of the tethered players, including one with an orb,
receive {{buff(b="lightsteeped", stacks=1, short=true, dur=36)}}.
* Six stacks of {{buff(b="Lightsteeped", short=true)}} are distributed.
The players with markers each receive one stack,
and the remaining four are distributed randomly amongst all eight players.

So a player with a marker can receive 1 or 2 stacks,
while a player with a tether can receive 0 or 1.

While the debuffs are mostly random, the tethers are not.
The two players with golden orbs are *always* tethered together.
Additionally, *provided the players stand roughly equally spaced*,
the tethers will not spawn crossed.[^1]

While the debuffs are completely random, the tethers are not.
The two players with golden orbs are *always* tethered together.
Additionally, *provided the players stand roughly equally spaced*,
the tethers will not spawn crossed.[^1]
[^1]: It was initially believed that they could never spawn in with two tethers crossed,
however, this was shown to be untrue.

Our best theory on the actual mechanics of the tethers is that,
after two players are randomly chosen as the marker players,
one player is randomly chosen as the starting player for the tethers.
This player is tethered to the closest player (without a marker),
who is then tethered to the next closest player,
and so on, until everyone either has a marker or a tether,
and then one more tether is added to close the loop.
The orbs go out to two random tethered players.

### First Wave of Towers

Expand All @@ -246,25 +263,67 @@ These inflict {{buff(b="mvuln", dur=1)}},
but more importantly they drop lethal puddles on the ground like {{light(t="Sinbound Holy")}}.
Don't stand in bad.[^2]

[^1]: It was initially believed that they could never spawn in with two tethers crossed,
however, this was shown to be untrue.
The towers go off simultaneously with the third set of puddles,
inflicting {{buff(b="lightsteeped", stacks=1, short=true, dur="36")}}
A missed tower is a heavy raidwide with a {{buff(b="ddown", dur="2m", short=true)}}.
Although the towers do not inflict a {{buff(b="mvuln", short=true)}} themselves,
they are magic damage,
so players taking a tower cannot also be hit by a {{light(t="Luminous Hammer")}}.

Our best theory on the actual mechanics of the tethers is that,
after two players are randomly chosen as the marker players,
one player is randomly chosen as the starting player for the tethers.
This player is tethered to the closest player (without a marker),
who is then tethered to the next closest player,
and so on, until everyone either has a marker or a tether,
and then one more tether is added to close the loop.
The orbs go out to two random tethered players.
At the same time as the towers go off, the {{buff(b="chains-light", short=true)}} expire,
becoming {{buff(b="curse-light", dur=9)}}.
This is indicated by the orbs in the middle of the tethers growing more brightly.
Unlike in the original Light Rampant, for these tethers there is no maximum distance,
but if any two tethered players get too close together before the debuffs expire,
they will explode and cause a wipe.

[^2]: Black mages: It's okay, it's a downtime phase again.

To be continue...
### Orbs

The six silver orbs that descended on the towers, {{mob(n="Holy Lights")}},
hover in place above the ground.

Three of them, in an equilateral triangle,
begin casting {{cast(n="Burst")}} and display large circular {{gloss(k="omens")}}.
The other three follow suit shortly after.
This is very similar to the fists during the phase 4 transition of {{gloss(k="TOP")}},
if you are familiar with that fight.

As the second wave of omens appears,
the {{buff(b="weight-of-light", short=true)}} denotate in a small circular {{gloss(k="AoE")}}.
This is {{light(t="Powerful Light")}},
a {{gloss(k="LP stack")}} that inflicts {{buff(b="lightsteeped", short=true, dur=36, stacks=1)}}.
If fewer than 4 players are in the stack, it additionally inflicts {{buff(b="mom", dur="2m")}}.
A 4-stack tower also appears in the center of the arena at the same time.

After the {{light(t="Powerful Light")}}—but not right after, so don't move too soon!—the first
wave of orbs explodes.
The puddles begin disappearing in the sequence they were dropped,
and the second wave of orbs explodes as {{mob(n="Shiva")}} reappears in the center.
She remains untargetable as she begins casting {{cast(n="Banish III")}}.
The telegraph and effects are identical to the first time she used it.

4 players must soak the tower to prevent the {{buff(b="ddown", dur="2m")}} raidwide
and receive a stack of {{buff(b="lightsteeped", short=true, stacks=1, dur=36)}}.
Care must be taken that nobody takes on too many stacks.
{{cast(n="Banish III")}} resolves a few seconds later.

{{mob(n="Shiva")}} wraps the mechanic up by casting {{light(t="House of Light")}},
becoming targetable at the start of the cast.
{{light(t="House of Light")}} is an 8-way cone spread.
This inflicts a final stack of {{buff(b="lightsteeped", short=true, stacks=1, dur=36)}}
on every player.
If executed correctly, everyone should now have 4 stacks.

## Enrage

Under construction...
The phase ends with {{mob(n="Shiva")}} casting {{ice(t="Absolute Zero")}}, the enrage.
If the party does not bring her below 20% HP before it completes,
it deals infinite damage and wipes the party.
If she is brought below 20%, however, it is only a heavy raidwide.
As the transition to the intermission begins, she knocks every back from the center,
so don't stand too far out and get pushed into the wall.

## Acknowledgments

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3 changes: 2 additions & 1 deletion content/gloss.toml
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Expand Up @@ -24,4 +24,5 @@ Omens = "Puddle telegraphing an upcoming AoE"

E8S = "Eden's Verse: Refulgence (Savage)"
E11S = "Eden's Promise: Anamorphosis (Savage)"
E12S = "Eden's Promise: Eternity (Savage)"
E12S = "Eden's Promise: Eternity (Savage)"
TOP = "The Omega Protocol (Ultimate)"

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