海嘯之靈
創造物
80% 物理傷害轉換為冰冷傷害
Flood Strider
幽魂N
地區永恆實驗室
標籤cannot_be_monolith, 法術, cleaving_weapon, cold_affinity, construct, hidden_monster, is_unarmed, liquid_armour, medium_height, melee, not_dex, not_str, physical_affinity, unusable_corpse, very_slow_movement, water, water_elemental
Packs
  • 永恆實驗室: 潮汐之靈, 海嘯之靈, 潮汐之靈
  • 生命
    144%
    生命轉為護盾
    50%
    異常狀態臨界值
    144%
    抗性
    40 0 0 0
    傷害
    184%
    命中
    100%
    暴擊率
    +5%
    暴擊加成
    +130%
    攻擊距離
    6 ~ 13
    攻擊間隔
    1.5 秒
    傷害分佈
    ±20%
    經驗值
    120%
    Model Size
    110%
    類型
    WaterElementalVortex
    Metadata
    WaterElementalTidalVortex
    等級
    68
    生命
    9,264
    護甲
    28,790
    閃避
    4,739
    能量護盾
    3,064
    傷害
    687
    法術傷害
    687
    命中
    290
    攻擊間隔
    1.5
    經驗值
    12,306
    異常狀態臨界值
    9,264
    冰緩
    29
    感電
    29
    易碎
    166
    焦灼
    29
    殘喘
    81
    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: 550–825
    暴擊率: 5%
    攻擊間隔: 1.5 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]
    WaterElementalVortex
    法術, 傷害, 範圍, 陷阱技能, 圖騰技能, 地雷技能, 法術可重複, 冰冷, 可觸發, 持續時間, 冰緩區域, 範圍法術, 新星, 可齊射
    漩渦
    暴擊率: 5%
    施放時間: 0.9 秒
    冷卻時間: 6 秒
    一個會在施法者周圍爆炸的冰爆,對敵人造成冰冷傷害,並留下一個漩渦,對於在其中的敵人繼續造成持續冰冷傷害和冰緩。
    造成 833.51250 冰冷傷害
    +3 秒基礎持續時間
    每秒造成 1447 基礎冰冷傷害
    法術傷害同時影響此技能的持續傷害效果
    基礎範圍為 2
    基礎二段範圍為 2
    active skill area of effect radius +% final [-17]
    is area damage [1]

    Object Type

    version 2
    extends "Metadata/Monsters/WaterElemental/WaterElemental"
    
    Transitionable
    {
    }
    
    Life
    {
    	corpse_usable = false
    }

    Object Type Codes

    version 2
    extends "Metadata/Monsters/WaterElemental/WaterElemental"
    
    Transitionable
    {
    	create_untransitioned = "PlayAnimation( emerge ); PauseAnimation();"
    }
    
    Actor
    {
    	on_effect_event_contact_for_WaterElementalMortar = "PlayAttachedEffect( Metadata/Effects/Spells/monsters_effects/water_elemental/WaterElementalMortar/cast_mortar.ao, Floating);"
    }
    -- src\Data\Spectres.lua
    minions["Metadata/Monsters/WaterElemental/WaterElementalTidalVortex"] = {
        name = "Flood Strider",
        life = 1.44,
        energyShield = 0.5,
        fireResist = 40,
        coldResist = 0,
        lightningResist = 0,
        chaosResist = 0,
        damage = 1.84,
        damageSpread = 0.2,
        attackTime = 1.5,
        attackRange = 13,
        accuracy = 1,
        skillList = {
            "MeleeAtAnimationSpeed",
            "WaterElementalVortex",
        },
        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["WaterElementalVortex"] = {
        name = "Vortex",
        hidden = true,
        color = "3",
        baseEffectiveness = 0,
        incrementalEffectiveness = 0,
        description = "An icy blast explodes around the caster, dealing cold damage to enemies, and leaving behind a whirling vortex which deals cold damage over time and chills enemies caught in it.",
        skillTypes = {
            [SkillType.Spell] = true,
            [SkillType.Damage] = true,
            [SkillType.Area] = true,
            [SkillType.Trappable] = true,
            [SkillType.Totemable] = true,
            [SkillType.Mineable] = true,
            [SkillType.Multicastable] = true,
            [SkillType.Cold] = true,
            [SkillType.Triggerable] = true,
            [SkillType.Duration] = true,
            [SkillType.ChillingArea] = true,
            [SkillType.AreaSpell] = true,
            [SkillType.Nova] = true,
            [SkillType.CanRapidFire] = true,
        },
        statDescriptionScope = "skill_stat_descriptions",
        castTime = 0.9,
        baseFlags = {
            area = true,
            spell = true,
            duration = true,
        },
        baseMods = {
        },
        qualityStats = {
        },
        stats = {
            "spell_minimum_base_cold_damage",
            "spell_maximum_base_cold_damage",
            "base_cold_damage_to_deal_per_minute",
            "base_skill_effect_duration",
            "active_skill_area_of_effect_radius_+%_final",
            "active_skill_base_area_of_effect_radius",
            "active_skill_base_secondary_area_of_effect_radius",
            "is_area_damage",
            "spell_damage_modifiers_apply_to_skill_dot",
        },
        levels = {
            [1] = {0.80000001192093, 1.2000000476837, 1, 3000, -17, 20, 20, critChance = 5, levelRequirement = 3, statInterpolation = {3, 3, 3},  cost = { }, },
            [2] = {1.6000000238419, 2.4000000953674, 10, 3000, -17, 20, 20, critChance = 5, levelRequirement = 68, statInterpolation = {3, 3, 3},  cost = { }, },
        },
    }
    
    80% 物理傷害轉換為冰冷傷害
    IdMonsterConvertToColdDamage1
    FamilyColdDamageAsPortionOfDamage
    Domains怪物 (3)
    GenerationType傳奇 (3)
    Req. level1
    Stats
  • base physical damage % to convert to cold Min: 80 Max: 80 全域
  • Craft Tagsphysical_damage elemental_damage damage physical elemental cold
    海嘯之靈
    創造物
    80% 物理傷害轉換為冰冷傷害
    Flood Strider
    幽魂N
    標籤cannot_be_monolith, 法術, cleaving_weapon, cold_affinity, construct, hidden_monster, is_unarmed, liquid_armour, melee, not_dex, not_str, physical_affinity, unusable_corpse, very_slow_movement, water, water_elemental
    生命
    144%
    生命轉為護盾
    50%
    異常狀態臨界值
    144%
    抗性
    40 0 0 0
    傷害
    184%
    命中
    100%
    暴擊率
    +5%
    暴擊加成
    +130%
    攻擊距離
    6 ~ 13
    攻擊間隔
    1.5 秒
    傷害分佈
    ±20%
    經驗值
    120%
    Model Size
    110%
    類型
    WaterElementalVortex
    Metadata
    WaterElementalTidalVortexStandalone
    等級
    68
    生命
    9,264
    護甲
    28,790
    閃避
    4,739
    能量護盾
    3,064
    傷害
    687
    法術傷害
    687
    命中
    290
    攻擊間隔
    1.5
    經驗值
    12,306
    異常狀態臨界值
    9,264
    冰緩
    29
    感電
    29
    易碎
    166
    焦灼
    29
    殘喘
    81
    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: 550–825
    暴擊率: 5%
    攻擊間隔: 1.5 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]
    WaterElementalVortex
    法術, 傷害, 範圍, 陷阱技能, 圖騰技能, 地雷技能, 法術可重複, 冰冷, 可觸發, 持續時間, 冰緩區域, 範圍法術, 新星, 可齊射
    漩渦
    暴擊率: 5%
    施放時間: 0.9 秒
    冷卻時間: 6 秒
    一個會在施法者周圍爆炸的冰爆,對敵人造成冰冷傷害,並留下一個漩渦,對於在其中的敵人繼續造成持續冰冷傷害和冰緩。
    造成 833.51250 冰冷傷害
    +3 秒基礎持續時間
    每秒造成 1447 基礎冰冷傷害
    法術傷害同時影響此技能的持續傷害效果
    基礎範圍為 2
    基礎二段範圍為 2
    active skill area of effect radius +% final [-17]
    is area damage [1]

    Object Type

    version 2
    extends "Metadata/Monsters/Monster"
    
    Actor
    {
    	basic_action = "Emerge"
    }
    
    Life
    {
    	corpse_usable = false
    }

    Object Type Codes

    version 2
    extends "Metadata/Monsters/Monster"
    -- src\Data\Spectres.lua
    minions["Metadata/Monsters/WaterElemental/WaterElementalTidalVortexStandalone"] = {
        name = "Flood Strider",
        life = 1.44,
        energyShield = 0.5,
        fireResist = 40,
        coldResist = 0,
        lightningResist = 0,
        chaosResist = 0,
        damage = 1.84,
        damageSpread = 0.2,
        attackTime = 1.5,
        attackRange = 13,
        accuracy = 1,
        skillList = {
            "MeleeAtAnimationSpeed",
            "WaterElementalVortex",
        },
        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["WaterElementalVortex"] = {
        name = "Vortex",
        hidden = true,
        color = "3",
        baseEffectiveness = 0,
        incrementalEffectiveness = 0,
        description = "An icy blast explodes around the caster, dealing cold damage to enemies, and leaving behind a whirling vortex which deals cold damage over time and chills enemies caught in it.",
        skillTypes = {
            [SkillType.Spell] = true,
            [SkillType.Damage] = true,
            [SkillType.Area] = true,
            [SkillType.Trappable] = true,
            [SkillType.Totemable] = true,
            [SkillType.Mineable] = true,
            [SkillType.Multicastable] = true,
            [SkillType.Cold] = true,
            [SkillType.Triggerable] = true,
            [SkillType.Duration] = true,
            [SkillType.ChillingArea] = true,
            [SkillType.AreaSpell] = true,
            [SkillType.Nova] = true,
            [SkillType.CanRapidFire] = true,
        },
        statDescriptionScope = "skill_stat_descriptions",
        castTime = 0.9,
        baseFlags = {
            area = true,
            spell = true,
            duration = true,
        },
        baseMods = {
        },
        qualityStats = {
        },
        stats = {
            "spell_minimum_base_cold_damage",
            "spell_maximum_base_cold_damage",
            "base_cold_damage_to_deal_per_minute",
            "base_skill_effect_duration",
            "active_skill_area_of_effect_radius_+%_final",
            "active_skill_base_area_of_effect_radius",
            "active_skill_base_secondary_area_of_effect_radius",
            "is_area_damage",
            "spell_damage_modifiers_apply_to_skill_dot",
        },
        levels = {
            [1] = {0.80000001192093, 1.2000000476837, 1, 3000, -17, 20, 20, critChance = 5, levelRequirement = 3, statInterpolation = {3, 3, 3},  cost = { }, },
            [2] = {1.6000000238419, 2.4000000953674, 10, 3000, -17, 20, 20, critChance = 5, levelRequirement = 68, statInterpolation = {3, 3, 3},  cost = { }, },
        },
    }
    
    80% 物理傷害轉換為冰冷傷害
    IdMonsterConvertToColdDamage1
    FamilyColdDamageAsPortionOfDamage
    Domains怪物 (3)
    GenerationType傳奇 (3)
    Req. level1
    Stats
  • base physical damage % to convert to cold Min: 80 Max: 80 全域
  • Craft Tagsphysical_damage elemental_damage damage physical elemental cold