Talk:Gorecyclops (Condemned)/@comment-33780977-20180410185150

All right, so, I've been investigating this chained Gorecyclops reistance phenomenon. I used pure caster (Sorcerer) to check it's resistances.

And I must say the overlaping hitboxes play a major part in this. You see, as wee all know armored body parts tend to be more resistant to magick, debilitating and damage overall. And it looks to me that our chained friend has much overlaping armor hitboxes when chained.

This effects in ridiculous damage resistances within like 80-90% of it's body!

It's easily tested with shooting it's knees when around 2/3 of hits will effect in armor hit GFX and SFX and appropriate damage.

What's more, this applies to certain spells as well. I used standard set: Comestion (like regular, not High), High Frigor and High Levin. WIth 1,3K Magick. The effects were amazing:

- even though the beast suppose to be highly vulnerable to Ice the best efficiency had piss poor Comestion. And it was all due to the shape of its field of operation tl;dr it was more capable of hitting non armored parts of legs. The other ones were dealing ABSOLUTELY NO DAMAGE.

- now, this gave me the idea of manual aiming my spells at the different spots around "the perp", its legs to be specific, on can't aim anything above the ground with manual aiming.

- the best effect gave placing the sigil just beside Gorecyclope's toes, and even then only Comestion proved to be most efficient due to being true AoE spell ti it hits the same in one point as all over its Area of Effect

-the Levin lightnings would simply hit the upper armor parts (no damage) while only one of the High Frigor spikes would hit the toe (1/3 damage).

-and the winner here would be... Holy F. Bolt as it penertates target's bodyparts thoroughly ;)

IOW I'd ascribe the incresed resistances of chained  Armored/Condemned Gorecyclops to faulty hitboxes AKA a glitch.