It's related to the poison aura, which only the Achmel pack spawns with in the entire game.
Lilith is also Poison Enchanted, a hidden bonus which applies Poison Resist +75% to the Unique, adds poison damage and length to the attacks of the Unique and its minions and gives the Unique an invisible missile attack which also applies poison damage and length.
From post #26 in the Monster Bonuses, Death Damage and Corpse Explosion topic in the Amazon Basin's Technical Discussion forum:
Quote:
In common with other enchantments, PE also adds poison damage to the attacks of the Super Unique and any minions:
Code:
MONSTER STAT NORMAL NIGHTMARE HELL
--------------------------------------------------------------------------------------
Unique Min Poison Bit Rate [MonLvl* 66/100] [MonLvl* 66/100] [MonLvl* 66/100]
Max Poison Bit Rate [MonLvl*100/100] [MonLvl*100/100] [MonLvl*100/100]
Frames 300+(10*mlvl) 300+(10*mlvl) 300+(10*mlvl)
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Minion Min Poison Bit Rate 0 [MonLvl* 33/100] [MonLvl* 33/100]
Max Poison Bit Rate 0 [MonLvl* 50/100] [MonLvl* 50/100]
Frames 0 300+(10*mlvl) 300+(10*mlvl)
So (bit rate * frames/256) poison damage is applied over (frames/25) seconds. Frame length was determined by modifying damage to apply one point per frame and then measuring life lost. Further confirmation was sought by modifying Fade's duration to match expected poison length and using 100% Chance to Cast Fade When Struck to ensure both Fade and poison length expired at the same time.
Again, in common with other enchantments PE has a boss event associated with it: an invisible missile attack applying poison damage. By process of elimination I determined that this missile was queenpoisoncloud in Missiles.txt, which applies the following:
Code:
STAT VALUE
---------------------------------
Min Poison Bit Rate 6*mlvl
Max Poison Bit Rate 10+(6*mlvl)
Frames 800(+1)
Since it's a missile originating from a monster, an additional frame of poison damage is applied on collision. It's unclear what exactly triggers this missile attack (and how often), but based on sound it's sometimes fired continuously at a target, which would result in a frame of poison damage being applied with each collision and that poison damage continuing to be applied for its length if damage per frame was equal to or greater than the previous poison. Given the frequency with which the missiles can be fired, this could result in critical damage being applied more often than not. :uhh:
Multiple missiles are fired in multiple directions, although this doesn't have the same density as a Poison Nova: targets on or close to the ground's x- and y-axes relative to the monster are much more likely to get hit, but those on or close to the screen's x- and y-axes relative to the monster (directly above, below or to the left and right of the monster relative to the edge of the screen) are much less likely to be hit the further away from the monster they are.
MonLvl is the damage value in MonLvl.txt for the relevant game mode, monster level (mlvl) and difficulty level.
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