Gigante Vaal
Vaal Gargantuan
SpectreY
AreaA Ponte, Cidade Vaal, Templo da Decadência Nível 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
Vida
270%
Energy Shield From Life
30%
Armadura
+70%
Ailment Threshold
270%
Resistência
37 37 37 0
Damage
324%
Precisão
100%
Chance de Crítico
+5%
Multiplicador de Acerto Crítico
+130%
Attack Distance
4 ~ 15
Attack Time
1.5 Second
Damage Spread
±20%
Experiência
180%
Model Size
100%
Type
ConstructLarge2
Metadata
SkeletonMeleeKnightElementalLargeSword2
Nível
54
Vida
6,774
Armadura
15,793
Evasão
2,837
Escudo de Energia
753
Damage
588
Dano Mágico
588
Precisão
165
Attack Time
1.5
Experiência
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
Golpe Selvagem
Base Damage: 470–705
Chance de Crítico: 5%
Attack Time: 1.5 seg
Sua arma corpo a corpo golpe inimigos, convertendo dano físico para um elemento aleatório. Então, dependendo do elemento escolhido, ela libera uma explosão ardente, ou tiro relampejante ou uma onda gélida. Ela evitará escolher o mesmo elemento duas vezes consecutivas.
Projéteis Perfuram todos Alvos
Ricocheteia +2 Vezes
60% de Dano Físico Convertido em Dano de Fogo, Gelo ou Raio
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 = { }, },
    },
}
Gigante Vaal
Construto
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
  • Gigante Vaal, Caído Vaal
  • Incendiário Vaal, Gigante Vaal
  • Guardião Gélido Vaal, Gigante Vaal
  • Vida
    270%
    Energy Shield From Life
    30%
    Armadura
    +70%
    Ailment Threshold
    270%
    Resistência
    37 37 37 0
    Damage
    324%
    Precisão
    100%
    Chance de Crítico
    +5%
    Multiplicador de Acerto Crítico
    +130%
    Attack Distance
    4 ~ 15
    Attack Time
    1.5 Second
    Damage Spread
    ±20%
    Experiência
    180%
    Model Size
    100%
    Type
    ConstructLarge2
    Metadata
    SkeletonMeleeKnightElementalLargeSword2Hellscape
    Nível
    68
    Vida
    17,370
    Armadura
    48,943
    Evasão
    4,739
    Escudo de Energia
    1,838
    Damage
    1,210
    Dano Mágico
    1,210
    Precisão
    290
    Attack Time
    1.5
    Experiência
    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
    Golpe Selvagem
    Base Damage: 968–1452
    Chance de Crítico: 5%
    Attack Time: 1.5 seg
    Sua arma corpo a corpo golpe inimigos, convertendo dano físico para um elemento aleatório. Então, dependendo do elemento escolhido, ela libera uma explosão ardente, ou tiro relampejante ou uma onda gélida. Ela evitará escolher o mesmo elemento duas vezes consecutivas.
    Projéteis Perfuram todos Alvos
    Ricocheteia +2 Vezes
    60% de Dano Físico Convertido em Dano de Fogo, Gelo ou Raio
    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 = { }, },
        },
    }
    
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