幽魂 | Y |
---|---|
地區 | 堤道, 瓦爾城市, 腐朽寺廟:第一層 |
標籤 | bone_armour, bones, construct, has_one_hand_sword, has_one_handed_melee, large_height, not_dex, physical_affinity, skeleton, slashing_weapon, slow_movement, undead |
Packs |
生命
270%
生命轉為護盾
30%
護甲
+100%
異常狀態臨界值
270%
抗性
37
37
37
0
傷害
324%
命中
100%
暴擊率
+5%
暴擊加成
+130%
攻擊距離
4 ~ 15
攻擊間隔
1.5 秒
傷害分佈
±20%
經驗值
180%
Model Size
100%
類型
ConstructLarge2
Metadata
SkeletonMeleeKnightElementalLargeSword2
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
54
生命
6,774
護甲
9,290
閃避
2,837
能量護盾
0
傷害
588
法術傷害
588
命中
0
攻擊間隔
1.5
經驗值
11,853
異常狀態臨界值
6,774
冰緩
21
感電
21
易碎
121
焦灼
21
殘喘
59
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)。
ElementalStrikeVaalColossus
攻擊, 近戰單一目標, 攻擊可重複, 近戰, 閃電, 冰冷, 火焰, 投射物, 範圍, 連鎖, 範圍攻擊, ProjectilesNotFromUser, RandomElement
野性打擊
基本傷害: 470–705
暴擊率: 5%
攻擊間隔: 1.5 秒
使用近戰武器打擊敵人,將部分傷害轉換為隨機的元素傷害。根據轉換成的元素釋放出爆破、閃電或冰霜。會避免連續選擇相同的元素。
投射物穿透全部目標
連鎖 +2 次
60% 的物理傷害隨機轉換成火焰、冰冷、或閃電傷害
action attack or cast time uses animation length [1]
base is projectile [1]
fixed projectile spread [70]
連鎖 +2 次
60% 的物理傷害隨機轉換成火焰、冰冷、或閃電傷害
action attack or cast time uses animation length [1]
base is projectile [1]
fixed projectile spread [70]
Object Type
version 2 extends "Metadata/Monsters/Monster" Actor { main_hand_unarmed_type = "One_Hand_Mace" basic_action = "Emerge" }
Object Type Codes
version 2 extends "Metadata/Monsters/Monster" Render { //turn_duration = 0.35 }
-- src\Data\Spectres.lua minions["Metadata/Monsters/Skeletons/SkeletonMeleeKnightElementalLargeSword2"] = { name = "Vaal Gargantuan", life = 2.7, energyShield = 0.3, fireResist = 37, coldResist = 37, lightningResist = 37, chaosResist = 0, damage = 3.24, 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 = { }, }, }, }
瓦爾巨人
創造物
Vaal Gargantuan
幽魂 | Y |
---|---|
標籤 | bone_armour, bones, construct, has_one_hand_sword, has_one_handed_melee, not_dex, physical_affinity, skeleton, slashing_weapon, slow_movement, undead |
Packs |
生命
270%
生命轉為護盾
30%
護甲
+100%
異常狀態臨界值
270%
抗性
37
37
37
0
傷害
324%
命中
100%
暴擊率
+5%
暴擊加成
+130%
攻擊距離
4 ~ 15
攻擊間隔
1.5 秒
傷害分佈
±20%
經驗值
180%
Model Size
100%
類型
ConstructLarge2
Metadata
SkeletonMeleeKnightElementalLargeSword2Hellscape
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
68
生命
17,370
護甲
28,790
閃避
4,739
能量護盾
0
傷害
1,210
法術傷害
1,210
命中
0
攻擊間隔
1.5
經驗值
18,459
異常狀態臨界值
17,370
冰緩
55
感電
55
易碎
311
焦灼
55
殘喘
152
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)。
ElementalStrikeVaalColossus
攻擊, 近戰單一目標, 攻擊可重複, 近戰, 閃電, 冰冷, 火焰, 投射物, 範圍, 連鎖, 範圍攻擊, ProjectilesNotFromUser, RandomElement
野性打擊
基本傷害: 968–1452
暴擊率: 5%
攻擊間隔: 1.5 秒
使用近戰武器打擊敵人,將部分傷害轉換為隨機的元素傷害。根據轉換成的元素釋放出爆破、閃電或冰霜。會避免連續選擇相同的元素。
投射物穿透全部目標
連鎖 +2 次
60% 的物理傷害隨機轉換成火焰、冰冷、或閃電傷害
action attack or cast time uses animation length [1]
base is projectile [1]
fixed projectile spread [70]
連鎖 +2 次
60% 的物理傷害隨機轉換成火焰、冰冷、或閃電傷害
action attack or cast time uses animation length [1]
base is projectile [1]
fixed projectile spread [70]
Object Type
version 2 extends "Metadata/Monsters/Monster" Actor { main_hand_unarmed_type = "One_Hand_Mace" basic_action = "Emerge" }
Object Type Codes
version 2 extends "Metadata/Monsters/Monster" Render { //turn_duration = 0.35 }
-- src\Data\Spectres.lua minions["Metadata/Monsters/Skeletons/SkeletonMeleeKnightElementalLargeSword2Hellscape"] = { name = "Vaal Gargantuan", life = 2.7, energyShield = 0.3, fireResist = 37, coldResist = 37, lightningResist = 37, chaosResist = 0, damage = 3.24, 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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Wikis Content is available under CC BY-NC-SA 3.0 unless otherwise noted.