Arqueiro de Greust
Humanóide
Greust's Archer
Spectre | N |
---|---|
Tags | bandit, flesh_armour, has_bow, human, humanoid, medium_height, not_int, physical_affinity, puncturing_weapon, ranged, red_blood, very_slow_movement |
Vida
108%
Armadura
+25%
Evasão
+10%
Ailment Threshold
108%
Resistência
0 0 0 0
Damage
144%
Precisão
100%
Chance de Crítico
+5%
Multiplicador de Acerto Crítico
+130%
Attack Distance
6 ~ 40
Attack Time
1.995 Second
Damage Spread
±20%
Experiência
120%
Model Size
100%
Type
BanditBow
Metadata
GreustArcher
The following values do not include map affix bonuses, monster buff bonuses, altar bonuses, atlas skill bonuses.
Nível
68
Vida
6,948
Armadura
35,988
Evasão
5,213
Escudo de Energia
0
Damage
538
Dano Mágico
538
Precisão
290
Attack Time
1.995
Experiência
12,306
Ailment Threshold
6,948
Chill
22
Shock
22
Brittle
124
Scorch
22
Sap
61
The following values are skill base values and do not include map affix bonuses, monster buff bonuses, altar bonuses, atlas skill bonuses, monster base damage(ex: The Maven 150% multiplier), monster rarity bonuses (ex: unique 70% more, unique attack 33% less).
GreustArcherBlastRainTriggered
Attack, Area, ProjectileSpeed, Totemable, Trappable, Mineable, Fire, RangedAttack, Triggerable, Rain
Base Damage: 430–645
Chance de Crítico: 5%
Dano de Ataque: 66%
Dano de Ataque: 66.5%
Attack Time: 1.995 seg
Causa 33.5% menos Dano de Ataque
Dispara uma Flecha adicional
Mutila ao Acertar
active skill area of effect radius +% final [-50]
base is projectile [1]
blast rain arrow delay ms [10]
blast rain no los required [1]
cast on trigger cascade event % [100]
is area damage [1]
skill can fire arrows [1]
Dispara uma Flecha adicional
Mutila ao Acertar
active skill area of effect radius +% final [-50]
base is projectile [1]
blast rain arrow delay ms [10]
blast rain no los required [1]
cast on trigger cascade event % [100]
is area damage [1]
skill can fire arrows [1]
TriggerCascadeGreustArcher
Triggerable
trigger cascade A [6]
trigger cascade B [3]
trigger cascade behaviour variation [1]
trigger cascade ms between spikes [100]
trigger cascade number of spikes [10]
trigger cascade target variation [1]
trigger cascade B [3]
trigger cascade behaviour variation [1]
trigger cascade ms between spikes [100]
trigger cascade number of spikes [10]
trigger cascade target variation [1]
MeleeAtAnimationSpeed
Attack, RangedAttack, MirageArcherCanUse, Projectile, MeleeSingleTarget, Multistrikeable, Melee, ProjectilesFromUser
Ataque Padrão
Base Damage: 430–645
Chance de Crítico: 5%
Attack Time: 1.995 seg
Abate seus inimigos com um golpe poderoso.
action attack or cast time uses animation length [1]
projectile uses contact position [1]
skill can fire arrows [1]
skill can fire wand projectiles [1]
use scaled contact offset [1]
projectile uses contact position [1]
skill can fire arrows [1]
skill can fire wand projectiles [1]
use scaled contact offset [1]
Object Type
version 2 extends "Metadata/Monsters/Monster" Pathfinding { immobile = true } Stats { uses_no_mana = 1 untargetable_by_monster_ai = 1 base_cannot_be_damaged = 1 base_cannot_be_stunned = 1 immune_to_curses = 1 immune_to_auras_from_other_entities = 1 base_maximum_life = 1 base_maximum_mana = 10000 item_drop_slots = 0 elemental_reflect_damage_taken_+% = -300 physical_reflect_damage_taken_+% = -300 avoid_all_elemental_status_% = 300 set_cannot_die = 1 projectiles_nova = 0 is_hidden_monster = 1 } Life { corpse_usable = false }
Object Type Codes
version 2 extends "Metadata/Monsters/Monster"
-- src\Data\Spectres.lua minions["Metadata/Monsters/Ralakesh/Greust/GreustArcher"] = { name = "Greust's Archer", life = 1.08, fireResist = 0, coldResist = 0, lightningResist = 0, chaosResist = 0, damage = 1.44, damageSpread = 0.2, attackTime = 1.995, attackRange = 40, accuracy = 1, weaponType1 = "Bow", skillList = { "MeleeAtAnimationSpeed", "GreustArcherBlastRainTriggered", "TriggerCascadeGreustArcher", }, modList = { }, } -- src\Data\Skills\spectre.lua skills["MeleeAtAnimationSpeed"] = { name = "Default Attack", hidden = true, color = 4, baseEffectiveness = 0, incrementalEffectiveness = 0, description = "Strike your foes down with a powerful blow.", skillTypes = { [SkillType.Attack] = true, [SkillType.RangedAttack] = true, [SkillType.MirageArcherCanUse] = true, [SkillType.Projectile] = true, [SkillType.MeleeSingleTarget] = true, [SkillType.Multistrikeable] = true, [SkillType.Melee] = true, [SkillType.ProjectilesFromUser] = true, }, statDescriptionScope = "skill_stat_descriptions", castTime = 1, baseFlags = { attack = true, melee = true, projectile = true, }, baseMods = { }, qualityStats = { }, stats = { "skill_can_fire_arrows", "skill_can_fire_wand_projectiles", "action_attack_or_cast_time_uses_animation_length", "projectile_uses_contact_position", "use_scaled_contact_offset", }, levels = { [1] = {levelRequirement = 1, statInterpolation = {}, cost = { }, }, }, } -- src\Data\Skills\spectre.lua skills["GreustArcherBlastRainTriggered"] = { name = "GreustArcherBlastRainTriggered", hidden = true, color = 4, baseEffectiveness = 0, incrementalEffectiveness = 0, skillTypes = { [SkillType.Attack] = true, [SkillType.Area] = true, [SkillType.ProjectileSpeed] = true, [SkillType.Totemable] = true, [SkillType.Trappable] = true, [SkillType.Mineable] = true, [SkillType.Fire] = true, [SkillType.RangedAttack] = true, [SkillType.Triggerable] = true, [SkillType.Rain] = true, }, statDescriptionScope = "skill_stat_descriptions", castTime = 1, baseFlags = { attack = true, area = true, projectile = true, }, baseMods = { }, qualityStats = { }, stats = { "number_of_additional_arrows", "blast_rain_arrow_delay_ms", "cast_on_trigger_cascade_event_%", "active_skill_area_of_effect_radius_+%_final", "base_is_projectile", "is_area_damage", "blast_rain_no_los_required", "global_maim_on_hit", "skill_can_fire_arrows", }, levels = { [1] = {1, 10, 100, -50, baseMultiplier = 0.665, levelRequirement = 1, statInterpolation = {}, cost = { }, }, }, } -- src\Data\Skills\spectre.lua skills["TriggerCascadeGreustArcher"] = { name = "TriggerCascadeGreustArcher", hidden = true, color = 4, baseEffectiveness = 0, incrementalEffectiveness = 0, skillTypes = { [SkillType.Triggerable] = true, }, statDescriptionScope = "skill_stat_descriptions", castTime = 1, baseFlags = { }, baseMods = { }, qualityStats = { }, stats = { "trigger_cascade_number_of_spikes", "trigger_cascade_A", "trigger_cascade_ms_between_spikes", "trigger_cascade_behaviour_variation", "trigger_cascade_target_variation", "trigger_cascade_B", }, levels = { [1] = {10, 6, 100, 1, 1, 3, levelRequirement = 1, statInterpolation = {}, cost = { }, }, }, }