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Tibia 7.4/ Tibiantis notes

by Tarsal.


Annihilator Quest

Introduction

This page explores the mechanics, statistics and strategy of the Annihilator quest.

Set up

The quest must be completed by four level 100+ players of any class. Once the quest reward has been taken the player cannot repeat the quest.

There are 6 demons, players must defeat two to escape the room.

Demon spellcasting

The demon in melee range rolls the chance to cast spells in time with its melee hits, and only retargets on 10% of these two second turns. The other 5 demons are unable to find a path to their target, so they search (retarget) every second. Each retarget triggers a spell roll, causing these 5 demons to attack twice as fast as the adjacent demon.

If every beam hit every player, the average damage from fire and energy on turn 1 and 2 would be 310 + 108 = 418, and 258 + 72 = 330, for an overall average of 374 damage per second, from 1.83 fire attacks and 0.25 energy attacks per second.

Demon targeting

Looking more closely at original videos, you can spot the demons occasionally change direction. This is because they are targeting something other than the player in front of them. Whenever a demon retargets it uses the following logic, to select a target among all creatures within 10 tiles (a 9 tile gap):
Ties in the first three are picked at random.

A demon faces its target, along the x direction if dX and dY are equal, and fires its beam in that direction whether or not the demon can walk or throw to the target. A demon that has turned to target another player or summon can miss its energy beam completely.

A demon can only cast a fireball if its target is in throw range, i.e. only to players in the quest. If the demon targets a player or summon outside the quest room, it will not cast a fireball.

In contemporary 7.4, people would often wait outside the Anni room to cheer on their brave friends. It is nice to think these supporters were actually helping their friends' chances of survival.

Manipulating Demon Targeting

We can try to increase how often these distractions happen:

Target closest

This will almost always be one of the four team members, meaning the demons will fire as normal. There is one exception: if there is a summon behind the quest door, then demon 6 will be equally close to it as to player 4.

Target lowest HP

This targets the creature with the lowest “max HP”. By summoning skeletons outside of the demon room and in range of every demon, each demon will cancel a fireball and miss an energy beam 10% of the time; every time. With no other low HP targets outside the demon room, the order of the team can make a small difference, with the weakest player on the left being preferred, to make demons 2 and 4 turn.

Target highest damage

This causes demons to target the player who has dealt them the most damage. If a demon heals off damage it still counts, similar to how XP is calculated. Players 1 and 4 can shoot explosions at the two demons opposite each of them, causing those demons to turn and miss their beams (fireballs will still hit).

If no damage has been done to demons 1 to 4, then all creatures in range, having all dealt 0 damage, will be valid for the tie-breaker and chosen at random. This means if a large number of skeletons are summoned outside, then the demons will target them as “highest damage” most of the time.

Target random

This targets a creature at random out of the available targets. Without any summons the demon will sometimes target a player to its side and turn, missing a beam.

By maximising the number of surrounding creatures using Animate Dead or Undead Legion, the chance of the demons targeting the four Anni team members can be significantly reduced. Each demon can have from 8 to 74 skeletons in range (88 skeletons total), without using the reward room.

Reward room

There is a way to leave summons in the reward room; this requires a previous team to have completed the quest. I will leave the method unexplained for now.

Annihilator calculator

The below map and settings allow you to calculate how demons behave and damage distributions for various annihilator scenarios, for one of the four players. Rather than just using the average damage, a damage distribution helps to tell how often high combos occur.

To use the calculator click the six tiles on the player row to set up to 4 players and 2 demons. To include the effect of skeletons click on valid tiles on the map, or use the preset toggles. Click a demon to show its target range. Additional toggles are provided to enter which player has dealt each demon the most damage, which rings or amulets are equipped, and player HP.

Annihilator map
Skeletons (0):
Player health:
Blocker:
Assumes defensive stance. For bows or crossbows use 0 defence.
Amulet:
Ring:
Bars: damage per second to the selected player with the current set-up.
Default (blue line): the same players and demons with no skeletons, no damage dealt to any demon and no amulet or ring, so every demon can only target players (70% closest, 10% lowest health, 20% random).

Analysis and Discussion

  1. A lv 100 knight will very rarely be killed in one hit, particularly with resistance gear, though this is much more likely if they are blocking. Knights are more likely to be killed by a misclick or a 2-turn combo (2 consecutive high damage seconds), although even these are quite rare.
  2. Fire damage makes up 50% or more of the total damage, for most damage values. This is due to it being more likely that two demons cast fireballs (1/9) than 1 energy beam (1/10).
  3. Player damage can be calculated on the other calculators on this site. Knight melee damage does virtually nothing, and ice rapiers are also not very effective due to the demons' huge melee defences.
  4. At level 100, power bolts do slightly more damage than burst arrows for paladins, but they only deal damage to one demon.

Strategy

Examples use level 100 characters unless stated otherwise. Many players waited until higher levels for more HP, damage, healing power and mana, which help a great deal, so a level 100 example is not a statement of viability in itself.

Team set-ups

Reducing damage

Amulets, rings and supplies

Healing and timing

Table: Annihilator damage statistics (Player 1)

  1. "1/Chance" represents how many seconds between hits of that damage, on average. A value of 600 would mean you typically see that damage (or more) once every 600 seconds.

Special thanks to Kay for a few hints and pointers to mechanics I was unaware of that made all the difference to this analysis and strategy.