What we know about Vloxx CM
Confidence tags: solid many cases, no counter-example · likely consistent but small sample · open unresolved · REJECTED tested and disproved (kept so nobody re-tests it blindly). Sample at time of writing: 49 CM logs (later 141 CM logs — 128 raw + 13 EI — after adding the rest of the user's folder on 2026-10-02; the extra raw logs are mostly early wipes, so last-phase counts are unchanged) (35 raw from the user's squad, 14 EI from other squads), 24 of them reached the last phase; 414 green rounds; 326 Fixated applications; 593 Ascension Orbs.
145logs analysed
1440orbs tracked
784shackle picks
961green rounds
18solid findings
6likely findings
3open findings
3rejected findings
★Fewer greens (timing bug)
3. ★ The way to get fewer greens: the "+2.5 s Fixated" timing bug likely → strong
If nobody holds Fixated when the last phase starts, the +2.5 s tick gives it to someone. It lasts exactly 60 s, so it ends 10–30 ms after the +62.5 s tick. That tick still sees a holder → gives Fixated to nobody → the +63 s green round has no fixated player and comes out 2 greens short:
| log | Fixated ended | +63 s greens | normal |
|---|
| 220703 (dps.report qVZX) | +62.51 s | 1 | 3 |
| 3273c (Wingman) | +62.53 s | 0 | 2 |
| 20261002-005256 (b.dps.report ST7h) | +62.52 s | 1 | 3 |
| 20261002-010435 (b.dps.report rKIr) | +62.52 s | 1 | 3 |
4 of 4, no counter-example. Every other log where +2.5 s applied had the holder go down before +62.5 s (normal +63 s round). The group in 005256 / 010435 / 3273c (Scourge Too Strong, Dps Is Optional, Lahyde, …) appears to do it on purpose. Recipe: (1) nobody fixated at last-phase +2.5 s; (2) that Fixated holder doesn't stealth or go down for 60 s; (3) +63 s → 1 green. For (1) the last pre-last-phase Fixated must be applied ≥ ~58 s before the last phase starts, or be removed (stealth during Split 3 — untested, and stealth makes the boss skip its next chance ~half the time in boss phases). In the user's 10 raw last-phase fights, 9 still had the pre-last-phase Fixated at +2.5 s (applied only 30–45 s before).
Related "stale fixation" cases (one green lost at +33 s): 050224 (Fixated stealthed off at +15 s, +22.5 tick skipped → 2 greens); 210120 +63 s (holder downed, +62.5 skipped, 0 instead of 1). Not consistent: other no-fixated rounds were full (214712, 234618, 213946, 223543 at +33 s). open
§Reference
The goal behind the research
Gather general, evidence-backed knowledge about how Vloxx CM works — how each mechanic picks its targets, its timers, what adds do and when they respawn, where things spawn — so the group can plan the fight from facts instead of guesses. Every claim is tied to log evidence and a confidence tag, and disproved ideas are kept so they aren't re-tested.
Topics so far: 3-people greens (Judgment of Eternity), Fixated, Probability Distribution, 2-people green shackles (Ascension's Sacrifice), Ascension orbs, the Aspect adds (respawn, CC, spawn points), arena coordinates. A notable practical result: the "+2.5 s Fixated" timing bug that makes the last-phase +63 s green round come out 2 greens short (FINDINGS §3).
Important IDs (arcdps build EVTC20260929, game build 207890/207970)
| what | id |
|---|
| boss Vloxx species | 28106 (Aspects: Staff 28017, Spear 28033, Sword 28107) |
| 3-people green marker (agent effect, raw) | effect id 10269 (EI mechanic 3Green.Slct) |
| Probability Distribution marker (agent effect, raw) | effect id 6188 (EI Pddl.Drp) |
| 2-people green "shackles" marker (Ascension's Sacrifice, skill 81076) | effect id 37976 (EI 2Green.Slct) |
| effect GUID → raw id | statechange 46: GUID bytes = src(8, LE) + dst(8, LE) as hex, skill = content id. GUIDs listed in EI ParserHelpers/GUIDs/EffectGUIDs.cs |
| Judgment of Eternity cast (early phases) / failed-green damage | skill 80629 / 80378 (+ fixed 4,000 dmg skill 23296) |
| Fixated (Timed) buff | 34508 (60 s) |
| Stealth buff | 13017 |
| Ascension buff (10 stacks at start, −3 per failed green hit) | 80368 |
| last-phase channel | skill 81071 |
| Ascension Orb agents | max HP 14,940, hitbox 16 (EI renames them "Ascension Orb") |
| Vloxx hitbox | width 300 (raw 150 in agent struct) |
| Aspect spawn points (world) | Staff 11850.4, 16084.5 · Spear 12562.2, 14596.9 · Sword 13036.2, 15699.1 (FINDINGS §5c) |
| world → map/marker-tool coords | × 0.0254 (inches → meters) |
| squad markers | statechange 53, skill = marker index, src = float x,y, value = float z |
Working rule (from the user): whenever something new is learned, save it here (FINDINGS.md / README / data / scripts) in the same turn, then rebuild the doc page: node scripts/build_docs.js. New FINDINGS sections (## N. Title) appear automatically; to give one its own sidebar category, add an entry to CATS in scripts/build_docs.js.
Datasets (data/)
| file | one row per |
|---|
logs_index.csv | log (source, URL, HP, CM/NM, duration, last-phase start, players) |
green_rounds.csv | green round (early phase + every last-phase tick incl. 0-green ticks): fixated player, players up, expected count, actual targets in order, 80 ms slot numbers, Probability Distribution targets at the same instant, boss HP |
green_round_players.csv | player × green round: up, fixated, got green, PD target, distance to boss centre, in stealth |
fixation_applications.csv | every Fixated application: time, phase, holder, held time, how it ended, gap since previous |
fixation_last_phase_ticks.csv | each last-phase Fixated tick (+2.5/+22.5/+42.5/+62.5/+82.5s): held / APPLIED / SKIPPED |
probability_distribution_last_phase.csv | each last-phase PD tick (+23/+43/+63…) |
ascension_orbs.csv | each Ascension Orb (raw logs): spawn, lifetime, picked up vs expired |
ascension_sacrifice_2green.csv | each 2-people green pick (Ascension's Sacrifice): order, timing, distance rank, fixated (built by scripts/asc_sacrifice.js) |
aspect_events.csv | Aspect of the Staff/Spear/Sword spawns, deaths (+respawn time), breakbar breaks (+orb delay) |
Times are seconds from log start. Raw logs start ~3 s later than EI (EI shows the first Fixated at 0 s, raw at 3.0 s). "Last phase" = from the start of Vloxx's channel skill 81071; its rounds are at +3, +33, +63 s (greens), +23, +43, +63 s (Probability Distribution) and Fixated ticks at +2.5, +22.5, +42.5, +62.5 s.
Getting more logs
- dps.report:
https://dps.report/getJson?permalink=<id> → EI JSON (positions every 300 ms, buffs, mechanics). No raw .zevtc download. - GW2 Wingman (
https://gw2wingman.nevermindcreations.de), API documented inside the site bundle:/api/getRndLogs?bossID=28106&sampleSize=-1&onlyKills=AllTries&IncludeEnglishLogs=on&IncludeFrenchLogs=on&IncludeGermanLogs=on&IncludeSpanishLogs=on&returnFullLogs=true → all attempts with summaries (~140 MB)/api/getFullJson/<log id> → full EI JSON; /api/getMetadata/<log id> → summary.- Wingman does not flag CM for Vloxx. Use HP: CM = 84,939,840 (EI's own rule: >70 M CM, >85 M Legendary CM); NM = 42,469,920. Estimate from summaries:
squadDmg / (1 - hpLeft/100) ≈ 85 M (CM) or ≈ 42.4 M (NM). - CM released Tuesday 2026-09-29 23:00 CEST. On 2026-10-01 Wingman had 14 CM attempts that reached the last phase (all in
logs/), 1 CM kill.
- Raw logs are always better than EI JSON: exact positions, every effect/buff event, agent effects (EI doesn't export). New raw logs: the user's folder
C:\Users\Sanqu\Documents\Guild Wars 2\addons\arcdps\arcdps.cbtlogs\Vloxx (28106).
How to run
cd vloxx-research
node scripts/build_dataset.js # ~15 s, rebuilds data/*.csv from logs/
node scripts/key_checks.js # prints the headline conclusions recomputed from the CSVs
scripts/evtc.js parses .zevtc directly (zip + EVTC rev 1). scripts/load.js turns raw EVTC and EI JSON into one common structure (greens, PD, fixation, stealth, downs, deaths, positions, orbs, aspects).
Folder layout
README.md this file (context + how to continue)
docs/index.html static documentation page (categories, search) GENERATED from FINDINGS.md + README.md + data/ —
rebuild with `node scripts/build_docs.js` after every change to the notes
FINDINGS.md every conclusion, its evidence, and hypotheses that were tested and REJECTED
logs/raw/ the user's own raw arcdps logs (.zevtc), CM, 2026-09-30 (5 that reached last phase) + all of 2026-10-01
logs/ei/ Elite Insights JSON of other squads' logs (gzipped). dps.report links + Wingman imports
logs/sources.json log id -> URL (dps.report / Wingman)
logs/wingman_vloxx_all_attempts_metadata.json.gz Wingman summary of all 3,398 Vloxx attempts (as of 2026-10-01)
data/*.csv datasets extracted from all logs (see below)
scripts/ parser + loaders + dataset builder + checks (Node.js, no dependencies)
Status / open questions (see FINDINGS §7)
- Untested: does stealthing off Fixated during Split 3 (before the last phase starts) let the +2.5 s tick apply a fresh Fixated? Boss-phase data says stealth makes the boss skip its next re-application ~half the time.
- Why later last-phase ticks (+22.5/+42.5/+62.5) sometimes skip with nobody fixated — no rule found.
- 1 unexplained short round: 050224 +33 s (Fixated stealthed off at +15 s, +22.5 s tick skipped, 2 greens instead of 3).
- Which players get the non-fixated greens — biased to near the boss, not strictly nearest; exact rule unknown.
No matching findings.