被召唤的眼镜蛇
野兽
30% 的物理伤害转换为混沌伤害
Summoned Cobra
幽魂N
标签beast, fast_movement, has_dagger, has_one_handed_melee, light_armour, medium_small_height, not_int, not_str, physical_affinity, ranged, red_blood, reptile_beast
生命
900%
闪避值
+15%
异常状态临界值
900%
抗性
40 40 40 20
伤害
323%
命中
340%
暴击几率
+5%
暴击伤害
+130%
攻击距离
6 ~ 9
攻击间隔
1.1 秒
伤害分布
±20%
经验值
150%
Model Size
100%
类型
SnakeUniqueSummoned
Metadata
SnakeSpitUniqueSummoned
IsSummoned
Y
等级
68
生命
57,900
护甲
28,790
闪避值
5,450
伤害
1,207
法术伤害
1,207
命中
1,276
攻击间隔
1.1
经验值
15,383
召唤物生命
12,559
召唤物伤害
963
异常状态临界值
57,900
冰缓
183
Shock
183
Brittle
1,036
Scorch
183
Sap
506
SummonedSnakeProjectile
攻击, 范围攻击, 技能可幻影射手, 投射物, 玩家投射物, 伤害, 可触发
基本伤害: 965–1448
暴击几率: 5%
攻击间隔: 1.1 秒
base is projectile [1]
monster projectile variation [1]

Object Type

version 2
extends "Metadata/Monsters/Snake/SnakeRanged"

Stats
{
	set_item_drop_slots = 0
	untargetable_by_monster_ai = 1
	set_base_cannot_be_damaged = 1
	set_cannot_be_chained_from = 1
}

Life
{
	corpse_usable = false
}

Object Type Codes

version 2
extends "Metadata/Monsters/Snake/SnakeRanged"

BaseEvents 
{ 
     on_construction_complete = "AddEffectPack( Metadata/Effects/Microtransactions/Spells/raise_spectre/shadow_mirror/shadow_mirror_EPK.epk ); "
} 
-- src\Data\Spectres.lua
minions["Metadata/Monsters/Snake/SnakeSpitUniqueSummoned"] = {
    name = "Summoned Cobra",
    life = 9,
    fireResist = 40,
    coldResist = 40,
    lightningResist = 40,
    chaosResist = 20,
    damage = 3.23,
    damageSpread = 0.2,
    attackTime = 1.1,
    attackRange = 9,
    accuracy = 3.4,
    skillList = {
        "SummonedSnakeProjectile",
    },
    modList = {
    },
}
-- src\Data\Skills\spectre.lua
skills["SummonedSnakeProjectile"] = {
    name = "SummonedSnakeProjectile",
    hidden = true,
    color = "4",
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    skillTypes = {
        [SkillType.Attack] = true,
        [SkillType.RangedAttack] = true,
        [SkillType.MirageArcherCanUse] = true,
        [SkillType.Projectile] = true,
        [SkillType.ProjectilesFromUser] = true,
        [SkillType.Damage] = true,
        [SkillType.Triggerable] = true,
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 0.8,
    baseFlags = {
        attack = true,
        projectile = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "monster_projectile_variation",
        "base_is_projectile",
    },
    levels = {
        [1] = {1, levelRequirement = 1, statInterpolation = {},  cost = { }, },
    },
}
30% 的物理伤害转换为混沌伤害
FamilyChaosDamageAsPortionOfDamage
Domains怪物 (3)
GenerationType传奇 (3)
Req. level1
Stats
  • base physical damage % to convert to chaos Min: 30 Max: 30 全域
  • Craft Tagsphysical_damage chaos_damage 伤害 物理 混沌
    Edit

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