Vaal gargantuesque
Vaal Gargantuan
SpectreY
AreaLa Chaussée, La Cité vaal, Le Temple du déclin, niv. 1
Tagsbone_armour, bones, construct, has_one_hand_sword, has_one_handed_melee, large_height, not_dex, physical_affinity, skeleton, slashing_weapon, slow_movement, undead
Packs
  • La Chaussée, La Cité vaal, Le Temple du déclin, niv. 1: Vaal gargantuesque
  • Vie
    270%
    Energy Shield From Life
    30%
    Armure
    +100%
    Ailment Threshold
    270%
    Résistance
    37 37 37 0
    Damage
    324%
    Précision
    100%
    Chances de coup critique
    +5%
    Multiplicateur de coups critiques
    +130%
    Attack Distance
    4 ~ 15
    Attack Time
    1.5 Second
    Damage Spread
    ±20%
    Expérience
    180%
    Model Size
    100%
    Type
    ConstructLarge2
    Metadata
    SkeletonMeleeKnightElementalLargeSword2
    Niveau
    54
    Vie
    6,774
    Armure
    18,580
    Évasion
    2,837
    Bouclier d'énergie
    753
    Damage
    588
    Dégâts des sorts
    588
    Précision
    165
    Attack Time
    1.5
    Expérience
    11,853
    Ailment Threshold
    6,774
    Chill
    21
    Shock
    21
    Brittle
    121
    Scorch
    21
    Sap
    59
    ElementalStrikeVaalColossus
    Attack, MeleeSingleTarget, Multistrikeable, Melee, Lightning, Cold, Fire, Projectile, Area, Chains, RangedAttack, ProjectilesNotFromUser, RandomElement
    Frappe déchaînée
    Base Damage: 470–705
    Chances de coup critique: 5%
    Attack Time: 1.5 sec.
    Votre arme de mêlee frappe les ennemis en convertissant ses dégâts physiques en un élément pris au hasard. En fonction de l'élément choisi, cette attaque libère une explosion de feu, une chaîne de foudre ou une vague de glace. Frappe déchaînée évite de choisir le même élément deux fois d'affilée.
    Les Projectiles Transpercent toutes les cibles
    Ricoche +2 fois
    60% des Dégâts physiques sont Convertis en Dégâts de feu, de froid ou de foudre
    action attack or cast time uses animation length [1]
    base is projectile [1]
    fixed projectile spread [70]

    Object Type

    version 2
    extends "Metadata/Monsters/Monster"
    
    Actor
    {
    	main_hand_unarmed_type = "One_Hand_Mace"
    	basic_action = "Emerge"
    }

    Object Type Codes

    version 2
    extends "Metadata/Monsters/Monster"
    
    Render
    {
         //turn_duration = 0.35
    }
    -- src\Data\Spectres.lua
    minions["Metadata/Monsters/Skeletons/SkeletonMeleeKnightElementalLargeSword2"] = {
        name = "Vaal Gargantuan",
        life = 2.7,
        energyShield = 0.3,
        fireResist = 37,
        coldResist = 37,
        lightningResist = 37,
        chaosResist = 0,
        damage = 3.24,
        damageSpread = 0.2,
        attackTime = 1.5,
        attackRange = 15,
        accuracy = 1,
        weaponType1 = "One Hand Sword",
        skillList = {
            "ElementalStrikeVaalColossus",
        },
        modList = {
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["ElementalStrikeVaalColossus"] = {
        name = "Wild Strike",
        hidden = true,
        color = "2",
        baseEffectiveness = 0,
        incrementalEffectiveness = 0,
        description = "Your melee weapon strikes enemies, converting physical damage to a random element. Then, depending on the element chosen, it releases a fiery explosion, an arcing bolt of lightning, or an icy wave. It will avoid choosing the same element twice in a row.",
        skillTypes = {
            [SkillType.Attack] = true,
            [SkillType.MeleeSingleTarget] = true,
            [SkillType.Multistrikeable] = true,
            [SkillType.Melee] = true,
            [SkillType.Lightning] = true,
            [SkillType.Cold] = true,
            [SkillType.Fire] = true,
            [SkillType.Projectile] = true,
            [SkillType.Area] = true,
            [SkillType.Chains] = true,
            [SkillType.RangedAttack] = true,
            [SkillType.ProjectilesNotFromUser] = true,
            [SkillType.RandomElement] = true,
        },
        statDescriptionScope = "skill_stat_descriptions",
        castTime = 1,
        baseFlags = {
            attack = true,
            area = true,
            melee = true,
            projectile = true,
        },
        baseMods = {
        },
        qualityStats = {
        },
        stats = {
            "elemental_strike_physical_damage_%_to_convert",
            "number_of_chains",
            "fixed_projectile_spread",
            "always_pierce",
            "action_attack_or_cast_time_uses_animation_length",
            "base_is_projectile",
        },
        levels = {
            [1] = {60, 2, 70, levelRequirement = 1, statInterpolation = {},  cost = { }, },
        },
    }
    
    Vaal gargantuesque
    Fabrication
    Vaal Gargantuan
    SpectreY
    Tagsbone_armour, bones, construct, has_one_hand_sword, has_one_handed_melee, not_dex, physical_affinity, skeleton, slashing_weapon, slow_movement, undead
    Packs
  • Vaal gargantuesque, Vaal déchu
  • Incendiaire vaal, Vaal gargantuesque
  • Gardien du givre vaal, Vaal gargantuesque
  • Vie
    270%
    Energy Shield From Life
    30%
    Armure
    +100%
    Ailment Threshold
    270%
    Résistance
    37 37 37 0
    Damage
    324%
    Précision
    100%
    Chances de coup critique
    +5%
    Multiplicateur de coups critiques
    +130%
    Attack Distance
    4 ~ 15
    Attack Time
    1.5 Second
    Damage Spread
    ±20%
    Expérience
    180%
    Model Size
    100%
    Type
    ConstructLarge2
    Metadata
    SkeletonMeleeKnightElementalLargeSword2Hellscape
    Niveau
    68
    Vie
    17,370
    Armure
    57,580
    Évasion
    4,739
    Bouclier d'énergie
    1,838
    Damage
    1,210
    Dégâts des sorts
    1,210
    Précision
    290
    Attack Time
    1.5
    Expérience
    18,459
    Ailment Threshold
    17,370
    Chill
    55
    Shock
    55
    Brittle
    311
    Scorch
    55
    Sap
    152
    ElementalStrikeVaalColossus
    Attack, MeleeSingleTarget, Multistrikeable, Melee, Lightning, Cold, Fire, Projectile, Area, Chains, RangedAttack, ProjectilesNotFromUser, RandomElement
    Frappe déchaînée
    Base Damage: 968–1452
    Chances de coup critique: 5%
    Attack Time: 1.5 sec.
    Votre arme de mêlee frappe les ennemis en convertissant ses dégâts physiques en un élément pris au hasard. En fonction de l'élément choisi, cette attaque libère une explosion de feu, une chaîne de foudre ou une vague de glace. Frappe déchaînée évite de choisir le même élément deux fois d'affilée.
    Les Projectiles Transpercent toutes les cibles
    Ricoche +2 fois
    60% des Dégâts physiques sont Convertis en Dégâts de feu, de froid ou de foudre
    action attack or cast time uses animation length [1]
    base is projectile [1]
    fixed projectile spread [70]

    Object Type

    version 2
    extends "Metadata/Monsters/Monster"
    
    Actor
    {
    	main_hand_unarmed_type = "One_Hand_Mace"
    	basic_action = "Emerge"
    }

    Object Type Codes

    version 2
    extends "Metadata/Monsters/Monster"
    
    Render
    {
         //turn_duration = 0.35
    }
    -- src\Data\Spectres.lua
    minions["Metadata/Monsters/Skeletons/SkeletonMeleeKnightElementalLargeSword2Hellscape"] = {
        name = "Vaal Gargantuan",
        life = 2.7,
        energyShield = 0.3,
        fireResist = 37,
        coldResist = 37,
        lightningResist = 37,
        chaosResist = 0,
        damage = 3.24,
        damageSpread = 0.2,
        attackTime = 1.5,
        attackRange = 15,
        accuracy = 1,
        weaponType1 = "One Hand Sword",
        skillList = {
            "ElementalStrikeVaalColossus",
        },
        modList = {
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["ElementalStrikeVaalColossus"] = {
        name = "Wild Strike",
        hidden = true,
        color = "2",
        baseEffectiveness = 0,
        incrementalEffectiveness = 0,
        description = "Your melee weapon strikes enemies, converting physical damage to a random element. Then, depending on the element chosen, it releases a fiery explosion, an arcing bolt of lightning, or an icy wave. It will avoid choosing the same element twice in a row.",
        skillTypes = {
            [SkillType.Attack] = true,
            [SkillType.MeleeSingleTarget] = true,
            [SkillType.Multistrikeable] = true,
            [SkillType.Melee] = true,
            [SkillType.Lightning] = true,
            [SkillType.Cold] = true,
            [SkillType.Fire] = true,
            [SkillType.Projectile] = true,
            [SkillType.Area] = true,
            [SkillType.Chains] = true,
            [SkillType.RangedAttack] = true,
            [SkillType.ProjectilesNotFromUser] = true,
            [SkillType.RandomElement] = true,
        },
        statDescriptionScope = "skill_stat_descriptions",
        castTime = 1,
        baseFlags = {
            attack = true,
            area = true,
            melee = true,
            projectile = true,
        },
        baseMods = {
        },
        qualityStats = {
        },
        stats = {
            "elemental_strike_physical_damage_%_to_convert",
            "number_of_chains",
            "fixed_projectile_spread",
            "always_pierce",
            "action_attack_or_cast_time_uses_animation_length",
            "base_is_projectile",
        },
        levels = {
            [1] = {60, 2, 70, levelRequirement = 1, statInterpolation = {},  cost = { }, },
        },
    }
    
    Edit

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