幽魂 | N |
---|---|
地區 | 德瑞索的幻境 |
標籤 | archer_boss, avian_beast, beast, chaos_affinity, cold_affinity, demon, flesh_armour, gladiator, has_bow, medium_height, medium_movement, not_int, not_str, physical_affinity, puncturing_weapon, ranged, red_blood |
生命
150%
閃避
+50%
異常狀態臨界值
150%
抗性
0 0 85 0
傷害
242%
命中
100%
暴擊率
+5%
暴擊加成
+130%
攻擊距離
6 ~ 35
攻擊間隔
1.605 秒
傷害分佈
±20%
經驗值
150%
Model Size
100%
類型
CockerelBowBoss
Metadata
CockerelBowBoss
下列的數值並未包含地圖加成、怪物Buff加成、祭壇加成、輿圖天賦加成。
等級
37
生命
1,178
護甲
2,148
閃避
2,093
能量護盾
0
傷害
172
法術傷害
172
命中
81
攻擊間隔
1.605
經驗值
4,310
異常狀態臨界值
1,178
冰緩
4
感電
4
易碎
21
焦灼
4
殘喘
10
下列的數值為技能基礎數值,並未包含地圖加成、怪物Buff加成、祭壇加成、輿圖天賦加成、怪物本身傷害加成(例: 釋界 150% 加成),怪物稀有度加成(例: 傳奇 +70% 更多, 傳奇攻擊 33% 更少)。
MeleeAtAnimationSpeed
攻擊, 範圍攻擊, 技能可幻影射手, 投射物, 近戰單一目標, 攻擊可重複, 近戰, 玩家投射物
普通攻擊
基本傷害: 137–206
暴擊率: 5%
攻擊間隔: 1.605 秒
用強大的攻擊擊倒敵人。
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]
MonsterIceShotTotemCockerelBoss
攻擊, 範圍攻擊, 投射物, 玩家投射物, 範圍, 冰冷, 可觸發, 技能可幻影射手, 圖騰技能, 陷阱技能, 地雷技能
冰霜射擊
基本傷害: 137–206
暴擊率: 5%
攻擊間隔: 1.605 秒
發射一支將部分物理傷害轉為冰冷傷害的箭矢,且在擊中敵人之後對其背後扇形範圍內的其他敵人造成等同全部物理傷害的冰冷傷害。
圖騰持續 8 秒
+2.5 秒基礎持續時間
50% 物理傷害轉化至冰冷傷害
召喚 1 個使用此技能的圖騰
增加 -60% 圖騰設置速度
base active skill totem level [37]
base skill is totemified [1]
base totem range [70]
number of totems summoned in formation [2]
skill can fire arrows [1]
+2.5 秒基礎持續時間
50% 物理傷害轉化至冰冷傷害
召喚 1 個使用此技能的圖騰
增加 -60% 圖騰設置速度
base active skill totem level [37]
base skill is totemified [1]
base totem range [70]
number of totems summoned in formation [2]
skill can fire arrows [1]
ExileCausticArrow2
攻擊, 範圍攻擊, 技能可幻影射手, 投射物, 玩家投射物, 範圍, 持續時間, 陷阱技能, 地雷技能, 圖騰技能, DoT, 混沌, 可觸發
腐蝕箭矢
基本傷害: 137–206
暴擊率: 5%
攻擊間隔: 1.605 秒
射出一發帶有腐蝕效果的箭矢,對擊中的敵人造成額外混沌傷害,並且產生腐蝕地面。在腐蝕地面上的敵人將會持續的受到混沌傷害。
每秒造成 30.7 基本混沌傷害
+4 秒基礎持續時間
投射物傷害同時影響此技能的持續傷害效果
獲得等同你 25% 物理傷害的額外混沌傷害
active skill area of effect radius +% final [10]
ground caustic art variation [2]
monster penalty against minions damage +% final vs player minions [-25]
skill can fire arrows [1]
visual hit effect chaos is green [1]
+4 秒基礎持續時間
投射物傷害同時影響此技能的持續傷害效果
獲得等同你 25% 物理傷害的額外混沌傷害
active skill area of effect radius +% final [10]
ground caustic art variation [2]
monster penalty against minions damage +% final vs player minions [-25]
skill can fire arrows [1]
visual hit effect chaos is green [1]
Object Type
version 2 extends "Metadata/Monsters/Monster" Actor { basic_action = "Emerge" }
Object Type Codes
version 2 extends "Metadata/Monsters/Monster" Render { //turn_duration = 0.3 }
-- src\Data\Spectres.lua minions["Metadata/Monsters/Cockerel/CockerelBowBoss"] = { name = "Eyepecker", life = 1.5, fireResist = 0, coldResist = 0, lightningResist = 85, chaosResist = 0, damage = 2.42, damageSpread = 0.2, attackTime = 1.605, attackRange = 35, accuracy = 1, weaponType1 = "Bow", skillList = { "MeleeAtAnimationSpeed", "ExileCausticArrow2", "MonsterIceShotTotemCockerelBoss", }, 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["ExileCausticArrow2"] = { name = "Caustic Arrow", hidden = true, color = "2", baseEffectiveness = 0, incrementalEffectiveness = 0, description = "Fires an arrow which deals chaos damage in an area on impact, and spreads caustic ground. Enemies standing on the caustic ground take chaos damage over time.", skillTypes = { [SkillType.Attack] = true, [SkillType.RangedAttack] = true, [SkillType.MirageArcherCanUse] = true, [SkillType.Projectile] = true, [SkillType.ProjectilesFromUser] = true, [SkillType.Area] = true, [SkillType.Duration] = true, [SkillType.Trappable] = true, [SkillType.Mineable] = true, [SkillType.Totemable] = true, [SkillType.DamageOverTime] = true, [SkillType.Chaos] = true, [SkillType.Triggerable] = true, }, statDescriptionScope = "skill_stat_descriptions", castTime = 1, baseFlags = { attack = true, area = true, projectile = true, duration = true, }, baseMods = { }, qualityStats = { }, stats = { "base_chaos_damage_to_deal_per_minute", "base_skill_effect_duration", "physical_damage_%_to_add_as_chaos", "monster_penalty_against_minions_damage_+%_final_vs_player_minions", "ground_caustic_art_variation", "active_skill_area_of_effect_radius_+%_final", "projectile_damage_modifiers_apply_to_skill_dot", "visual_hit_effect_chaos_is_green", "skill_can_fire_arrows", }, levels = { [1] = {1.3500000238419, 4000, 25, -25, 2, 10, levelRequirement = 3, statInterpolation = {3}, cost = { }, }, }, } -- src\Data\Skills\spectre.lua skills["MonsterIceShotTotemCockerelBoss"] = { name = "Ice Shot", hidden = true, color = "2", baseEffectiveness = 0, incrementalEffectiveness = 0, description = "Fires an arrow that converts some physical damage to cold on its target and converts all physical damage to cold in a cone behind that target.", skillTypes = { [SkillType.Attack] = true, [SkillType.RangedAttack] = true, [SkillType.Projectile] = true, [SkillType.ProjectilesFromUser] = true, [SkillType.Area] = true, [SkillType.Cold] = true, [SkillType.Triggerable] = true, [SkillType.MirageArcherCanUse] = true, [SkillType.Totemable] = true, [SkillType.Trappable] = true, [SkillType.Mineable] = true, }, statDescriptionScope = "skill_stat_descriptions", castTime = 1, baseFlags = { attack = true, area = true, projectile = true, totem = true, }, baseMods = { }, qualityStats = { }, stats = { "base_active_skill_totem_level", "skill_physical_damage_%_to_convert_to_cold", "base_skill_effect_duration", "summon_totem_cast_speed_+%", "number_of_totems_summoned_in_formation", "base_totem_duration", "base_totem_range", "skill_can_fire_arrows", "base_skill_is_totemified", "is_totem", }, levels = { [1] = {37, 50, 2500, -60, 2, 8000, 70, levelRequirement = 37, statInterpolation = {1}, cost = { }, }, [2] = {55, 50, 2500, -60, 2, 8000, 70, levelRequirement = 55, statInterpolation = {1}, cost = { }, }, [3] = {68, 50, 2500, -60, 2, 8000, 70, levelRequirement = 68, statInterpolation = {1}, cost = { }, }, }, }
Id | SummonTotemCastSpeed |
---|---|
Family | SummonTotemCastSpeed |
Domains | 怪物 (3) |
GenerationType | 傳奇 (3) |
Req. level | 1 |
Stats |
+1 召喚圖騰的最大數量
Id | MonsterAdditionalTotem1 |
---|---|
Family | AdditionalTotems |
Domains | 怪物 (3) |
GenerationType | 傳奇 (3) |
Req. level | 1 |
Stats |
kill traps mines and totems on death [1]
Id | MonsterKillTrapsMinesTotemsOnDeath |
---|---|
Family | MonsterKillTrapsMinesTotemsOnDeath |
Domains | 怪物 (3) |
GenerationType | 傳奇 (3) |
Req. level | 1 |
Stats |