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==Weapons==
==Weapons==
The Titan Dweevil has four weapons at its disposal: the [[Flare Cannon]], the [[Shock Therapist]], the [[Monster Pump]], and the [[Comedy Bomb]]. Each of these can be knocked out of the beast's possession and salvaged as a treasure, worth {{pokos|1000}}.
The Titan Dweevil has four weapons at its disposal, the [[Flare Cannon]], the [[Shock Therapist]], the [[Monster Pump]], and the [[Comedy Bomb]]. Each of these can be knocked out of the beast and salvaged as a treasure, worth {{pokos|1000}}.


Pikmin must be thrown at a weapon, either while it is mounted on the Dweevil's hide or on its hands, to damage it. Each weapon has 6000 HP, and after its [[health]] has been depleted, it will detach and cannot be picked up by the boss again, provided the player does not leave and re-enter the cave before [[carrying]] said part to the pod.
Pikmin must be thrown at a weapon, either while it is mounted on the Dweevil's hide or on its hands. Each weapon has 6000 HP, and after its health has been depleted, it will detach, and will not be picked up by the boss again, provided the player does not leave and re-enter the cave before [[carrying]] said part to the pod.


When it's time to attack, the Titan Dweevil chooses a remaining weapon to use at random. It is more likely to select weapons that have taken more damage - they are all equally likely if they have the same amount of HP remaining, while a weapon at 1 HP is about twice as likely to be picked than one at full HP, and the probability scales linearly for all values in between.<ref>From instruction <code>0x802ddd34</code> to <code>0x802dded8</code> of the US Demo 17 ''Pikmin 2'' DOL; function <code>Game::BigTreasure::Obj::setTreasureAttack</code> with debugging symbols. Each weapon has a base score of 6000, and increases one-to-one as its health is depleted, up to 11999 with 1 HP.</ref> In addition, once a weapon reaches half HP or below, its attack becomes slightly different and more potent. Since these damaged weapons are more likely to be picked to attack again, this incentivizes finishing them off instead of whittling them all down equally.
When it's time to attack, the Titan Dweevil chooses which weapon to use from the available ones, with more damaged weapons having a higher chance of being chosen<ref>From instruction <code>0x802ddd34</code> to <code>0x802dded8</code> of the US Demo 17 ''Pikmin 2'' DOL; function <code>Game::BigTreasure::Obj::setTreasureAttack</code> with debugging symbols.</ref>. This uses a weighted random choice algorithm, where each weapon has a base score of 6000, and increases as its health is depleted, up to 11999 with 1 HP. So for example, if all four weapons are present but one has 1 HP, it has a 40% chance of being picked, and the others have a 20% chance each. After a weapon's [[health]] reaches 3000, its attack will be slightly different and more potent.


Weapons deal the matching type of elemental damage, so leaders naturally take no damage from two of them (water and poison), and can be rendered immune to the other two (fire and electricity) via [[Gear]]. But unlike every other attack or hazard in the game, weapons are still capable of knocking down leaders even if they are immune to the element. As this wastes precious time of being able to save Pikmin from the attack, the weapons remain dangerous to leaders even if they do not actually deal damage.
Weapons deal the matching type of elemental damage, so leaders naturally take no damage from two of them (water and poison), and can be rendered immune to the other two (fire and electricity) via upgrades. But unlike every other attack or hazard in the game, weapons are still capable of knocking down leaders even if they are immune to the element. As this wastes precious time of being able to save Pikmin from the attack, the weapons remain dangerous to leaders even if they do not actually deal damage.


It is interesting to note that each of these weapons causes different versions of [[Music in Pikmin 2#Titan Dweevil|Titan Dweevil's music]] to play when used; the Titan Dweevil has the most unique boss themes of any boss in the [[Pikmin series|game series]]. Right before using the attack, the creature will turn into the color that symbolizes the hazard of the chosen weapon.
It is interesting to note that each of these weapons causes different versions of [[Music in Pikmin 2#Titan Dweevil|Titan Dweevil's music]] to play when used; the Titan Dweevil has the most unique boss themes of any boss in the [[Pikmin series|game series]]. Right before using the attack, the creature will turn into the color that symbolizes the hazard of the chosen weapon.

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