นักธนูของกรูสท์
มนุษย์
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 |
พลังชีวิต
108%
ค่าเกราะ
+25%
การหลบหลีก
+10%
Ailment Threshold
108%
ค่าต้านทาน
0 0 0 0
Damage
144%
ความแม่นยำ
100%
โอกาสคริติคอล
+5%
ตัวคูณคริติคอล
+130%
Attack Distance
6 ~ 40
Attack Time
1.995 Second
Damage Spread
±20%
ค่าประสบการณ์
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.
เลเวล
68
พลังชีวิต
6,948
ค่าเกราะ
35,988
การหลบหลีก
5,213
โล่พลังงาน
0
Damage
538
ความเสียหายเวท
538
ความแม่นยำ
290
Attack Time
1.995
ค่าประสบการณ์
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
โอกาสคริติคอล: 5%
ความเสียหายโจมตี: 66%
ความเสียหายโจมตี: 66.5%
Attack Time: 1.995 วินาที
สร้างความเสียหาย โจมตี ลดลง อีก 33.5%
ยิงศร เพิ่มเติม 1 ดอก
สร้างสถานะ ขาหัก เมื่อปะทะ
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]
ยิงศร เพิ่มเติม 1 ดอก
สร้างสถานะ ขาหัก เมื่อปะทะ
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
โจมตีธรรมดา (Default Attack)
Base Damage: 430–645
โอกาสคริติคอล: 5%
Attack Time: 1.995 วินาที
โจมตีศัตรูของคุณด้วยการจู่โจมอย่างมีกำลัง
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 = { }, }, }, }