Несовершенная гидра
Труп
Категория монстра: Древний
Выпускает очередь стрел
Выпускает град стрел
Щёлкните ПКМ по этому предмету, чтобы создать этот труп.
Imperfect Hydra
Несовершенная гидра HydraLow /8
ИмяПоказывать полное описание
DropLevel 81
BaseType Imperfect Hydra
BaseType Несовершенная гидра
Class Трупы
FlagsAlwaysAllocate
TypeMetadata/Items/ItemisedCorpses/HydraLow
IconArt/2DItems/Currency/Azmeri/HydraCorpse
ReferenceCommunity Wiki
Несовершенная гидра
Древний
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
Здоровье
86%
Броня
+30%
Уклонение
+80%
Ailment Threshold
86%
Сопротивление
0 75 0 0
Damage
450%
Точность
120%
Шанс критического удара
+5%
Множитель критического удара
+130%
Attack Distance
6 ~ 80
Attack Time
1.5 Second
Damage Spread
±20%
Опыт
150%
Model Size
154%
Type
AzmeriCorpseHydra
Metadata
HydraLow
Уровень
68
Здоровье
5,533
Броня
37,427
Уклонение
8,530
Энергетический щит
0
Damage
1,681
Урон от чар
1,681
Точность
348
Attack Time
1.5
Опыт
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
Шанс критического удара: 5%
Attack Time: 1.5 сек.
Перезарядка: 3 сек.
Наносит на 100% больше урона
50% физического урона становится уроном от холода
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
Шанс критического удара: 5%
Attack Time: 1.5 сек.
Перезарядка: 3 сек.
Снаряды пронзают все цели
Наносит на 10% меньше урона
Выпускает дополнительных снарядов: 9
50% физического урона становится уроном от холода
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 = { }, },
    },
}