Hidra imperfecta
Cadáver
Categoría de monstruo: Sobrenatural
Dispara Aluvión de flechas
Dispara Andanada de flechas
Haz clic derecho en este objeto para crear este cadáver.
Imperfect Hydra
Hidra imperfecta HydraLow /8
Nombre{Mostrar descripciones completas}
DropLevel 81
BaseType Imperfect Hydra
BaseType Hidra imperfecta
Class Cadáveres
FlagsAlwaysAllocate
TypeMetadata/Items/ItemisedCorpses/HydraLow
IconArt/2DItems/Currency/Azmeri/HydraCorpse
ReferenceCommunity Wiki
Hidra imperfecta
Sobrenatural
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
Vida
86%
Armaduras
+30%
Evasión
+80%
Ailment Threshold
86%
Resistencia
0 75 0 0
Damage
450%
Precisión
100%
Probabilidad de golpe crítico
+5%
Multiplicador de Golpe Crítico
+130%
Attack Distance
6 ~ 80
Attack Time
1.5 Second
Damage Spread
±20%
Experiencia
150%
Model Size
154%
Type
AzmeriCorpseHydra
Metadata
HydraLow
Nivel
68
Vida
5,533
Armaduras
37,427
Evasión
8,530
Escudo de energía
0
Damage
1,681
Daño de hechizos
1,681
Precisión
290
Attack Time
1.5
Experiencia
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
Probabilidad de golpe crítico: 5%
Attack Time: 1.5 seg
Tiempo de recarga: 3 seg
AzmeriHydraBarrage
Attack, Projectile, RangedAttack, MirageArcherCanUse
Base Damage: 1345–2017
Probabilidad de golpe crítico: 5%
Attack Time: 1.5 seg
Tiempo de recarga: 3 seg

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,
    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 = { }, },
    },
}
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