Vaal Gargantuan
Construct
Spectre | Y |
---|---|
Area | The Causeway, The Vaal City, The Temple of Decay Level 1 |
Tags | 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 |
Life
270%
Energy Shield From Life
30%
Armour
+100%
Ailment Threshold
270%
Resistance
37 37 37 0
Damage
324%
Accuracy
100%
Critical Strike Chance
+5%
Critical Strike Multiplier
+130%
Attack Distance
4 ~ 15
Attack Time
1.5 Second
Damage Spread
±20%
Experience
180%
Model Size
100%
Type
ConstructLarge2
Metadata
SkeletonMeleeKnightElementalLargeSword2
The following values do not include map affix bonuses, monster buff bonuses, altar bonuses, atlas skill bonuses.
Level
54
Life
6,774
Armour
18,580
Evasion
2,837
Energy Shield
753
Damage
588
Spell Damage
588
Accuracy
165
Attack Time
1.5
Experience
11,853
Ailment Threshold
6,774
Chill
21
Shock
21
Brittle
121
Scorch
21
Sap
59
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).
ElementalStrikeVaalColossus
Attack, MeleeSingleTarget, Multistrikeable, Melee, Lightning, Cold, Fire, Projectile, Area, Chains, RangedAttack, ProjectilesNotFromUser, RandomElement
Wild Strike
Base Damage: 470–705
Critical Strike Chance: 5%
Attack Time: 1.5 sec
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.
Projectiles Pierce all Targets
Chains +2 Times
60% of Physical Damage Converted to Fire, Cold or Lightning Damage
action attack or cast time uses animation length [1]
base is projectile [1]
fixed projectile spread [70]
Chains +2 Times
60% of Physical Damage Converted to Fire, Cold or Lightning Damage
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 = { }, }, }, }
Vaal Gargantuan
Construct
Spectre | Y |
---|---|
Tags | bone_armour, bones, construct, has_one_hand_sword, has_one_handed_melee, not_dex, physical_affinity, skeleton, slashing_weapon, slow_movement, undead |
Packs |
Life
270%
Energy Shield From Life
30%
Armour
+100%
Ailment Threshold
270%
Resistance
37 37 37 0
Damage
324%
Accuracy
100%
Critical Strike Chance
+5%
Critical Strike Multiplier
+130%
Attack Distance
4 ~ 15
Attack Time
1.5 Second
Damage Spread
±20%
Experience
180%
Model Size
100%
Type
ConstructLarge2
Metadata
SkeletonMeleeKnightElementalLargeSword2Hellscape
The following values do not include map affix bonuses, monster buff bonuses, altar bonuses, atlas skill bonuses.
Level
68
Life
17,370
Armour
57,580
Evasion
4,739
Energy Shield
1,838
Damage
1,210
Spell Damage
1,210
Accuracy
290
Attack Time
1.5
Experience
18,459
Ailment Threshold
17,370
Chill
55
Shock
55
Brittle
311
Scorch
55
Sap
152
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).
ElementalStrikeVaalColossus
Attack, MeleeSingleTarget, Multistrikeable, Melee, Lightning, Cold, Fire, Projectile, Area, Chains, RangedAttack, ProjectilesNotFromUser, RandomElement
Wild Strike
Base Damage: 968–1452
Critical Strike Chance: 5%
Attack Time: 1.5 sec
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.
Projectiles Pierce all Targets
Chains +2 Times
60% of Physical Damage Converted to Fire, Cold or Lightning Damage
action attack or cast time uses animation length [1]
base is projectile [1]
fixed projectile spread [70]
Chains +2 Times
60% of Physical Damage Converted to Fire, Cold or Lightning Damage
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 = { }, }, }, }