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Quetzal, Campeón de antaño
Constructo
IconEnemyResistanceFire IconEnemyResistanceCold IconEnemyResistanceLightning
Área: La calzada
Quetzal, Champion of Yore
Spectre
AreaLa calzada
Tagsbone_armour, bones, construct, has_one_hand_sword, has_one_handed_melee, large_height, not_dex, not_int, physical_affinity, ranged, skeleton, slashing_weapon, slow_movement, undead
Vida
400%
Armadura
+75%
Ailment Threshold
400%
Resistencia
IconEnemyResistanceFire37% IconEnemyResistanceCold37% IconEnemyResistanceLightning37% IconEnemyResistanceChaos0%
Damage
405%
Precisión
100%
Probabilidad de golpe crítico
+5%
Multiplicador de golpe crítico
+130%
Attack Distance
4 ~ 15
Attack Time
1.5 Second
Damage Spread
±20%
Experiencia
200%
Model Size
100%
Type
ConstructLargeBossType
Metadata
SkeletonMeleeKnightElementalLargeSword2CampaignBoss
Nivel
54
Vida
10,036
Armadura
16,258
Evasión
2,837
Damage
735
Daño de hechizos
735
Precisión
330
Attack Time
1.5
Experiencia
13,170
Minion Life
2,472
Minion Damage
564
Ailment Threshold
10,036
Chill
32
Shock
32
Brittle
180
Scorch
32
Sap
88
Phys Convert Ele
170%
ElementalStrikeVaalColossus
Attack, MeleeSingleTarget, Multistrikeable, Melee, Lightning, Cold, Fire, Projectile, Area, Chains, RangedAttack, ProjectilesNotFromUser, RandomElement
Golpe salvaje
Base Damage: 588—882
Probabilidad de golpe crítico: 5%
Attack Time: 1.5 seg
Tu arma cuerpo a cuerpo golpea a los enemigos y convierte el daño físico en un elemento aleatorio. Luego, dependiendo del elemento elegido, libera una explosión ardiente, un arco de electricidad o una ola helada. Evitará elegir el mismo elemento dos veces seguidas.
Los proyectiles perforan a todos los objetivos
Se encadena +2 veces
El 60% del daño físico se convierte en daño de fuego, hielo o rayo
action attack or cast time uses animation length [1]
base is projectile [1]
fixed projectile spread [70]
ElementalStrike

Object Type

version 2
extends "Metadata/Monsters/Monster"

Actor
{
	main_hand_unarmed_type = "One_Hand_Mace"
	basic_action = "Emerge"
}
-- src\Data\Spectres.lua
minions["Metadata/Monsters/Skeletons/SkeletonMeleeKnightElementalLargeSword2CampaignBoss"] = {
    fireResist = 37,
    coldResist = 37,
    lightningResist = 37,
    chaosResist = 0,
    name = "Quetzal, Champion of Yore",
    life = 4,
    damage = 4.05,
    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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