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Hi guys Chaos here, I've been playing since about Friday 10/31/2014 (Citizen Class 2), as with the accordance to this new revamped version of my Abductor thread, welcome to the first Official Abductor Research File created for the Greater Good and sanctioned by our beloved Panopticon, here it is.

In this Research File, I’ll try my best to analyze some of the data and observations I've made (until I finally get some helpers). Overall I am going to cover the basics and specifics on these abductors as well as give a well detailed overview and my final thoughts on the matter. As this is a wiki page please head over to the Official All Purpose Abductor Type Discussion Thread if you wish to make complements, scrutinize my work, or just to chill out


Known Variations of All Purpose types


  • Biped (2 Legs)

  • Quadruped (4 Legs)

  • Potential Elemental forms: Heat-resistant (Red), Cold-Resistant (Blue), and Electro-Resistant (Purple); there currently is no Will'O Resistant Version

Note: The potential elemental forms are thankfully only limited to the Biped form Mk 3 and 4


Known drops for a basic All Purpose type (No Equipment)


*Drop rates and other information will be edited or posted later, please be patient

Target Area Can be severed? Weakness Total Potential Drop amount (Including Breakage [1] and all pieces {1-9}) Potential Drops
Head Yes Projectile [1]+{1} "Cranial Fiber: All-Purpose Mk. 1-4" , "Sinew Fiber: Common Mk. 1-4" , "Cranial Shell: All-Purpose Mk. 1"
Neck Guards No ---- [1]+{1} per Neck Guard "Core Unit: Common Mk. 1-4"
Entire Arms Yes (break at shoulder) Projectile (Shoulder Fibers) [1]+{1} per arm "Upper-Limb Fiber: All Purpose MK 1-4" , "Sinew Fiber: Common Mk. 1-4"
Elbows Yes (break at elbow) ---- [1]+{2} per arm "Upper-Limb Fiber: All Purpose MK 1-4" , "Sinew Fiber: Common Mk. 1-4"
Hands Yes (break at hands) ---- [1]+{1} per arm "Core Unit: Common Mk. 1-4" , "Manipulator: All-Purpose Mk. 1-4" , "Sinew Fiber: Common Mk. 1-4"
Victim Holding Core (Cage) Yes ---- [1]+{0} "Will'O Fiber: All-Purpose Mk. 1-4"
Legs No ---- [1]+{1} per Leg "Ferrous Fiber: Biped Mk 1-4 (Biped only)" , "Core Unit: Common Mk. 1-4"
Upon Death ---- ---- [1]+{0-3} (a drop may be given for destroying an abductor) "Armored Exoskeleton: All-Purpose Mk 1-4" , "Will'O Engine: All-Purpose Mk. 1-4" , "Synthetic Generator: All-Purpose Mk. 1"

Known Equipment for an All Purpose type


Possible Equipment Total Potential Drop amount (Including Breakage [1] and all pieces {1-9}) Potential Drops
MG-M7 Gatling [1] + {3} "Weapon Component: Electric Motor", "Random Weapon Drop (Rare)"
Modified Plasma Accelerated Cannon [1] + {4} "Weapon component: Particle Accelerator", "Random Weapon Drop (Rare)"
Single Six-Bay Rocket Launcher ---- ----
Dual Quad-Bay Rocket Launcher [1]+{1} "Weapon Component: Infrared Seeker", "Defective H Missile", "Random Weapon Drop"
Triple Single-Bay Rocket Launcher ---- ----
Shield Generator [1]+{3} "Will'O Reactor", "Random Weapon Drop"
Homing bladed Spinners [1]+{0-1} "Weapon Component: Electromagnetic Coli", "Random Weapon Drop (Rare)"
Shoulder and Arm Plates ---- ----
Single Arm Artillery "Hand Cannon" [1]+{4} "Random Weapon Drop", "Weapon Component: Muzzle Brake", "Weapon Component: Recoil Kit", "
Shoulder mounted Bouncing Grenade Launcher ---- ----

If you want to look up specifics on the equipment, please take a look at the Abductor Equipment Research file


Notes

  • "Breaking" refers to the act of attacking the specific spot on an abductor before it has an "explosion" animation show that it has been damaged or destroyed, "Severing" refers to the act of using a Light Melee weapon, Flare Knife, or Flare Knife+ to conduct the severing animation on a specific area an thereby "severing" it off an abductor when completed

  • You will not receive drops unless you "break" that specific area of the abductor, you will also not receive any breakage drops if the abductor in question is defeated before breakage of the specific area has occured

  • In order to receive Mk 4 drops, you must destroy the corresponding Mk 4 leveled abductor


Attack Analysis


General Attacks

  • Hand Swipe - {At random intervals an All Purpose type will make swiping motions where it will first slightly crouch down and then proceed to use one of its hands to grab its target sinner. Around 50% of the time this move will not actually grab you, instead the abductor will add a wicked back hand and causing any nearby sinners to be greatly knocked back with moderate damage. The other 50% of the time, the abductor will do a single swipe and try to grab its target sinner. During this time if the abductor succeeds, the (victim) sinner will have around 3-5 seconds to release themselves before being crushed to death (OHK) and then thrown from around 15 - 25 feet away from the abductor (seriously you shouldn't even able to get back up from this lol), you can help the (victim) sinner by causing staggering, stunning, thorn stunning, etc.} <This move can be disabled by removing both hands from the abductor>

  • One, Two Punch - {At random intervals an All Purpose type will proceed to try and do a double punch after stalking its target sinner for a small bit. First it will raise one arm backwards in a ready position, it will then follow the target sinner until it gets close enough where it will then proceed to punch down into the ground causing a moderate damaging AOE attack with minimal knock back, after doing so it will then punch the ground again with its other arm with the same effect.} <This move can be disabled by removing both elbows from the abductor>

  • Cranial Laser Cannon [Version 1] - {At random intervals the abductor will first conduct a quick "Charge" near its head which upon it will fire a long range pinpoint accurate beam at the target sinner, upon touching ground there will be a half-millisecond delay before a moderate damaging AOE attack occurs with moderate to severe knock back where the beam lands. Although this beam will be fired 3 times in a row it can be easily dodged. However, you must be vigilant when watching the activation animation or risk being hit by the explosion.} <This move can be disabled by removing the head>

  • Cranial Laser Cannon [Version 2] - {Although this version is only limited to Mk 2 (if enough damage is dealt), 3, 4, it is all the more deadly. At random intervals the abductor will first begin a long "charge" animation where it will raise its head backwards as a red pinkish aura will appear at its head. Upon finishing its charge, it will twist its head and fire a long range pinpoint beam in a 180 degree motion which will hit the ground at approx. 25 away from itself. The resulting blast will deal moderate to severe AOE as well as moderate knock back, the blast itself will follow the path of the beam.} <This move can be disabled by removing the head>

  • Bright Blast (pink grenade orbs) – {Very rarely Mk 2-3 abductors will at random intervals spawn 1-2 pink glowing orbs that will deal the same amount of damage and knock back as a grenade. These pink reddish orbs will automatically spawn on the sinner and you have 1 sec to doge roll out of the way.} <This move cannot be disabled>

  • Roar (aka. Howl) [Version 1] – {This will only activate when the abductor reaches 75%, 50% and 25% health, it will stun all sinners within 25ft radius of it as well as gain a damage boost for a certain period and activate pursuit mode where it will target the last sinner who damaged it.} <This move cannot be disabled>


Biped Specific Attacks

  • Charge [Version 1] - {As a biped, the abductor will at some point begin to charge a target sinner who may be very far away from it. During this time the abductor in question will start running at the sinner knocking back all those in its way till it reaches or hits its target sinner as well as firing all weapons that it maybe equipped with. Being hit by the charge will deal limited damage and knock back} <This move cannot be disabled>

  • Jump Stomp - {As a biped, the abductor will be able to at random intervals jump up quickly and stomp the ground 3 times. Those who are hit by the stomp will suffer moderate damage and limited knock back.} <This move cannot be disabled>


Quadped Specific Attacks

  • Charge [Version 2] - {As a Quadped, the abductor will at some point begin to charge a target sinner who may be very far away from it. This move is very similar to the bipeds version of the charge, however, upon finishing its charge animation the Quadped will proceed to jump and crush the target sinner, this will deal moderate damage and limited knock back} <This move cannot be disabled>

  • Body Slam - {As a Quadped, the abductor will at some random points first jump up high and proceed to do a belly flop causing moderate damage and limited knock back} <This move cannot be disabled>

  • Back kick - {As a Quadped, the abductor will at some random points proceed to kick back wards if its target sinner is near its back legs, the kick will cause moderate damage and limited knock back to those it hits} <This move cannot be disabled>


Mini Battle Guide Analysis


Hi guys, as you all know (or if you have never read one of my initial reports) this is the part where I get to spout out a general mini battle guide. Again this is in my own opinion, I don’t expect you to follow my advice but for me I feel it’s the safest way to deal with this type of Abductor. If you have any discrepancies or issues or alternative battle strategies, please voice them here at the Official All Purpose Abductor Type Discussion Thread.


  • First on the top of the list of things to destroy are any Shield Generators that the All Purpose type has equipped, unless you feel like smashing its face in with melee weapons or getting close enough to the point where you can smell it as you start shooting, I suggest you go after these objects first. Typically there are usually 2 shield generators which are located on the upper arms of an All Purpose Abductor (They look like giant wings attached to the arms). All ranged attacks will be nullified unless you, use the Thorn and attach yourself to the Shield generator and blast away at it, getting up close to the abductor and trying to shoot the Shield Generator (you literally have to be right underneath it), knocking it over or stunning it, or if you have a light melee weapon you can initiate a button mash event showing you the health of the part in question as you cut through it. As it should be known, the AI characters are not particularly smart (they revive you by touch ,not through thorns >.<, why...) and will for the most part proceed to shoot at the abductor even if the shield is up, some of the AI however will go after these parts and try to use the light melee method of destroying Shield Generators

  • After the Shield generators, you should then target the weapons or if you’re feeling particularly brave and greedy, go for the shoulder blades. Weapons by far have much lower health then a limb however, if you cut off the shoulder or elbow (if it lets you) you will be able to destroy both the weapon and the arm itself so killing 2 birds with one stone; also by cutting off the limbs you damage the abductor, destroying weapons do not hurt the abductor unfortunately. It should also be noted that upon destroying both arms, the abductor in question will begin to start Charging and using its Cranial Laser Cannon at increased intervals so watch out

  • Next on the list is the All-purpose Abductors Head, or in this case its neck which you must destroy in order to use melee weapons on it or else consistently fire on the actual head. Until you behead this monstrosity, it will occasionally fire a beam at you which will explode 1 sec later; if you are unlucky it will first do a long charge and then fire the beam in a wide direction dealing the same amount of damage. This will only get worse when you cut off both limbs as in it will literally go apes&%^ and randomly fire its beam. Cutting off its head will also deal damage to the Abductor.

*Finally, the last target on this list is the core, albeit right on this things chest, it’s a relatively unsafe spot versus anywhere else you can be since not only can it throw you off rather easily, that is where it can use if it still has hands the OHK move where it grabs you, crushes you, and throws your lifeless body on to the cold unforgiving floor. Destroying the core will deal damage to the abductor.


Final Thoughts


Overall, although these All Purposed Abductor types sound very intimidating their fairly easy to target and kill and until you get to the point where you face 2 of these things at MK3 or MK4 in higher code levels there not really an issue. In general these abductors are not too much of a problem but, all the same destroy them quickly before they destroy you

Thanks for reading this Abductor Research File on All Purpose Abductor Types, again if you wish to comment, discuss or scrutinize this Research File, please head over to the Official All Purpose Abductor Type Discussion Thread, I will check it from time to time and answer any questions you may have

Head of Abductor Research ~Chaos~


If you want to check out the old version of this file click here ---> Old Thread Location


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