Unvollkommene Hydra
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Monsterkategorie: Unheimlich
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Imperfect Hydra
Unvollkommene Hydra HydraLow /8
NameVollständige Beschreibung zeigen
DropLevel 81
BaseType Imperfect Hydra
BaseType Unvollkommene Hydra
Class Leichen
FlagsAlwaysAllocate
TypeMetadata/Items/ItemisedCorpses/HydraLow
IconArt/2DItems/Currency/Azmeri/HydraCorpse
ReferenceCommunity Wiki
Unvollkommene Hydra
Unheimlich
Imperfect Hydra
SpectreY
Tagsbeast, cold_affinity, eldritch, fast_movement, flesh_armour, has_bow, human, humanoid, large_height, not_int, physical_affinity, puncturing_weapon, ranged, red_blood
Leben
86%
Rüstung
+30%
Ausweichen
+80%
Ailment Threshold
86%
Widerstand
0 75 0 0
Damage
450%
Genauigkeit
120%
Kritische Trefferchance
+5%
Multiplikator für kritischen Treffer
+130%
Attack Distance
6 ~ 80
Attack Time
1.5 Second
Damage Spread
±20%
Erfahrung
150%
Model Size
154%
Type
AzmeriCorpseHydra
Metadata
HydraLow
Stufe
68
Leben
5,533
Rüstung
37,427
Ausweichen
8,530
Energieschild
0
Damage
1,681
Zauberschaden
1,681
Genauigkeit
348
Attack Time
1.5
Erfahrung
15,383
Ailment Threshold
5,533
Chill
17
Shock
17
Brittle
99
Scorch
17
Sap
48
AzmeriHydraDoomArrow
Attack, Area, ProjectileSpeed, Totemable, Trappable, Mineable, RangedAttack, MirageArcherCanUse
Base Damage: 1345–2017
Kritische Trefferchance: 5%
Attack Time: 1.5 Sek.
Abklingzeit: 3 Sek.
Verursacht 100% mehr Schaden
50% des physischen Schadens werden in Kälteschaden umgewandelt
active skill area of effect radius +% final [45]
base is projectile [1]
doom arrow number of arrows [10]
AzmeriHydraBarrage
Attack, Projectile, RangedAttack, MirageArcherCanUse
Base Damage: 1345–2017
Kritische Trefferchance: 5%
Attack Time: 1.5 Sek.
Abklingzeit: 3 Sek.
Projektile durchbohren alle Ziele
Verursacht 10% weniger Schaden
Feuert 9 zusätzliche Projektile
50% des physischen Schadens werden in Kälteschaden umgewandelt
base is projectile [1]

Object Type

version 2
extends "Metadata/Monsters/Monster"

Object Type Codes

version 2
extends "Metadata/Monsters/Monster"
-- src\Data\Spectres.lua
minions["Metadata/Monsters/LeagueAzmeri/SpecialCorpses/Hydra/HydraLow"] = {
    name = "Imperfect Hydra",
    life = 0.86,
    fireResist = 0,
    coldResist = 75,
    lightningResist = 0,
    chaosResist = 0,
    damage = 4.5,
    damageSpread = 0.2,
    attackTime = 1.5,
    attackRange = 80,
    accuracy = 1.2,
    weaponType1 = "Bow",
    skillList = {
        "AzmeriHydraDoomArrow",
        "AzmeriHydraBarrage",
    },
    modList = {
    },
}
-- src\Data\Skills\spectre.lua
skills["AzmeriHydraDoomArrow"] = {
    name = "AzmeriHydraDoomArrow",
    hidden = true,
    color = "2",
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    skillTypes = {
        [SkillType.Attack] = true,
        [SkillType.Area] = true,
        [SkillType.ProjectileSpeed] = true,
        [SkillType.Totemable] = true,
        [SkillType.Trappable] = true,
        [SkillType.Mineable] = true,
        [SkillType.RangedAttack] = true,
        [SkillType.MirageArcherCanUse] = true,
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 1,
    baseFlags = {
        attack = true,
        area = true,
        projectile = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "doom_arrow_number_of_arrows",
        "skill_physical_damage_%_to_convert_to_cold",
        "active_skill_damage_+%_final",
        "active_skill_area_of_effect_radius_+%_final",
        "base_is_projectile",
    },
    levels = {
        [1] = {10, 50, 100, 45, levelRequirement = 83, statInterpolation = {},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["AzmeriHydraBarrage"] = {
    name = "AzmeriHydraBarrage",
    hidden = true,
    color = 4,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    skillTypes = {
        [SkillType.Attack] = true,
        [SkillType.Projectile] = true,
        [SkillType.RangedAttack] = true,
        [SkillType.MirageArcherCanUse] = true,
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 2.4,
    baseFlags = {
        attack = true,
        projectile = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "number_of_additional_projectiles",
        "skill_physical_damage_%_to_convert_to_cold",
        "active_skill_damage_+%_final",
        "base_is_projectile",
        "always_pierce",
    },
    levels = {
        [1] = {9, 50, -10, levelRequirement = 83, statInterpolation = {},  cost = { }, },
    },
}