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Brutal Transcendent

Slug: Brutal_Transcendent

Open Source Page
Spectre-capable
Tags: 2HBluntWood_onhit_audio allows_additional_projectiles allows_inc_aoe construct humanoid lightning_affinity medium_movement not_dex ranged red_blood
Areas: The Black Chambers The Ziggurat Refuge
Brutal Transcendent artwork

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Stats by Level

Rarity Life Damage Armour Evasion Accuracy Experience Resistances
Unique 3,629,278 1,460.12 14,441 1,304 4,011 0 F: 0% / C: 0% / L: 0% / Ch: 0%
Rare 1,001,180 1,460.12 14,441 1,304 4,011 0 F: 0% / C: 0% / L: 0% / Ch: 0%
Magic 310,366 1,460.12 14,441 1,304 4,011 0 F: 0% / C: 0% / L: 0% / Ch: 0%
Normal 125,148 1,460.12 14,441 1,304 4,011 0 F: 0% / C: 0% / L: 0% / Ch: 0%

Core Stat Percentiles

Life
3,629,278
Unique @ Level 100
Damage
1,460.12
Unique @ Level 100
Armour
14,441
Unique @ Level 100
Evasion
1,304
Unique @ Level 100
Accuracy
4,011
Unique @ Level 100
Experience
0
Unique @ Level 100

Other Notable Percentiles

Resistances
F: 0% / C: 0% / L: 0% / Ch: 0%
Unique @ Level 100

Brutal Transcendent

Variant code: VaalPyramidHands
Section 1 of 1

Overview

Summary

Spectre Y
Area The Black Chambers, The Ziggurat Refuge
Tags 2HBluntWood_onhit_audio, allows_additional_projectiles, allows_inc_aoe, construct, humanoid, lightning_affinity, medium_movement, not_dex, ranged, red_blood
Packs
  • The Black Chambers: Brutal Transcendent, Doryani's Elite
  • The Black Chambers: Brutal Transcendent, Goliath Transcendent, Bladelash Transcendent
  • The Ziggurat Refuge: Brutal Transcendent, Doryani's Elite
  • Brutal Transcendent, Doryani's Elite
  • Base Multipliers

    Life
    250%
    Energy Shield From Life
    8%
    Armour
    +100%
    Resistance
    30 0 30 0
    Damage
    250%
    Accuracy
    100%
    Critical Hits Chance
    5%
    Critical Damage Bonus
    +30%
    Attack Distance
    5 ~ 14
    Attack Time
    1.5 Second
    Damage Spread
    ±20%
    Experience
    250%
    Model Size
    100%
    Type
    VaalPyramidHands
    Metadata
    VaalPyramidHands

    Extra Data

    version 2
    extends "Metadata/Monsters/Monster"
    
    Stats
    {
    	strafe_distance_+% = -60
    }
    
    StateMachine
    {
    	define_shared_state = "lock_on;"
    	on_state_lock_on_0 = "SetUsesDirectionalRunAnimations( false );"
    	on_state_lock_on_1 = "SetUsesDirectionalRunAnimations( true );"
    }
    
    Animated
    {
    	// need this to enable the turn anims
    	always_interpolate_bearing = true
    }
    version 2
    extends "Metadata/Monsters/Monster"
    
    /* ------------------------------------------------------------------------------------------------------------------- */
    /* Movement/Turning */
    /* ------------------------------------------------------------------------------------------------------------------- */
    
    Positioned
    {
    	on_initial_position_set = "StartStateTimer( check_bearing );"
    
    	on_movement_started =
    	"
    		If( GetState( current_rotate_dir ) > 0, (){ SetStateTo( current_rotate_dir, 0 ); } );
    	"
    }
    
    StateMachine
    {
    	define_state = "current_rotate_dir;"
    	define_timer = "check_bearing = 0.033;"
    
    	// compare the bearing and orientation here, and then set the current_rotate_dir state to 1 or 11 for left/right turns
    	// that state being set to one of those values causes the additive turn anim to play, then the state is reset after that anim is finished
    	// there is a 10 degree no-turn forward angle, to prevent tiny turns that aren't needed
    	on_timer_check_bearing =
    	"
    		this.orientation = GetOrientation();
    		this.bearing = GetAnimatedBearing();
    		this.angle_diff = bearing - orientation;
    		this.angle_diff = Round( EvalIf( angle_diff > 180.0, angle_diff - 360.0, EvalIf( angle_diff < -180, angle_diff + 360.0, angle_diff ) ), 2 );
    		If( Or( And( angle_diff <= 5.0, angle_diff >= -5.0 ), GetCurrentMoveSpeed() > 1.0 ), (){ SetStateTo( current_rotate_dir, 0 ); } );
    		If( And( angle_diff > 5.0, GetCurrentMoveSpeed() < 1.0 ), (){ SetStateTo( current_rotate_dir, 1 ); } );
    		If( And( angle_diff < -5.0, GetCurrentMoveSpeed() < 1.0 ), (){ SetStateTo( current_rotate_dir, 2 ); } );
    		// Speed up the additive turn anims as the turn speed increases
    		local angle_diff_clamped = Clamp( angle_diff, -100, 100 );
    		local scaling_factor = 1.0 + Eval( Abs( angle_diff_clamped ) / 100 );
    		local layer_speed = Clamp( scaling_factor, 1.0, 3.0 );
    		// Log( 'Angle Diff: {angle_diff} | Layer Speed: {layer_speed}', c );
    		SetLayerAnimationSpeed( 9, layer_speed );
    		SetLayerAnimationSpeed( 10, layer_speed );
    		StartStateTimer( check_bearing );
    	"
    
    	// if current_rotate_dir is 0, it means the monster isn't turning so fade out the additive turns
    	on_state_current_rotate_dir_0 =
    	"
    		FadeAnimations( 9, 0.5 );
    		FadeAnimations( 10, 0.5 );
    	"
    
    	// play a different additive turn anim for different turn directions and velocity
    	on_state_current_rotate_dir_1 =
    	"
    		FadeAnimations( 10, 0.5 );
    		PlayAdditiveAnimation( turn_01_right, 9 );
    	"
    
    	on_state_current_rotate_dir_2 =
    	"
    		FadeAnimations( 9, 0.5 );
    		PlayAdditiveAnimation( turn_01_left, 10 );
    	"
    }
    -- src\Data\Spectres.lua
    minions["Metadata/Monsters/VaalHumanoids/VaalHumanoidPyramidHands/VaalPyramidHands"] = {
        name = "Brutal Transcendent",
        life = 2.5,
        energyShield = 0.08,
        fireResist = 0,
        coldResist = 0,
        lightningResist = 0,
        chaosResist = 0,
        damage = 2.5,
        damageSpread = 0.2,
        attackTime = 1.5,
        attackRange = 14,
        accuracy = 1,
        skillList = {
            "MPSVaalHumanoidPyramidHandsGrenade",
            "GSPyramidHandGenadeExplosion",
            "EDSPyramidHandLightningLance",
        },
        modList = {
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["MPSVaalHumanoidPyramidHandsGrenade"] = {
        name = "MPSVaalHumanoidPyramidHandsGrenade",
        hidden = true,
        color = ,
        baseEffectiveness = 0,
        incrementalEffectiveness = 0,
        skillTypes = {
            [SkillType.Spell] = true,
            [SkillType.Projectile] = true,
            [SkillType.ProjectilesFromUser] = true,
            [SkillType.Triggerable] = true,
            [SkillType.Damage] = true,
        },
        statDescriptionScope = "skill_stat_descriptions",
        castTime = 1,
        baseFlags = {
            spell = true,
            projectile = true,
        },
        baseMods = {
        },
        qualityStats = {
        },
        stats = {
            "monster_projectile_variation",
            "spell_maximum_action_distance_+%",
            "projectile_spread_radius",
            "projectile_ballistic_gravity_override",
            "base_is_projectile",
            "projectile_uses_contact_position",
            "maintain_projectile_direction_when_using_contact_position",
            "action_attack_or_cast_time_uses_animation_length",
            "base_deal_no_damage",
            "projectile_ballistic_angle_from_reference_event",
            "ballistic_projectiles_always_bounce",
        },
        levels = {
            [1] = {1126, -30, 9, 3000, levelRequirement = 1, statInterpolation = {},  cost = { }, },
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["GSPyramidHandGenadeExplosion"] = {
        name = "GSPyramidHandGenadeExplosion",
        hidden = true,
        color = ,
        baseEffectiveness = 0,
        incrementalEffectiveness = 0,
        skillTypes = {
            [SkillType.Triggerable] = true,
            [SkillType.Spell] = true,
            [SkillType.Damage] = true,
        },
        statDescriptionScope = "geometry_spell",
        castTime = 1,
        baseFlags = {
            spell = true,
            area = true,
            projectile = true,
        },
        baseMods = {
        },
        qualityStats = {
        },
        stats = {
            "spell_minimum_base_lightning_damage",
            "spell_maximum_base_lightning_damage",
            "is_area_damage",
            "base_is_projectile",
        },
        levels = {
            [1] = {0.5, 1.5, levelRequirement = 1, statInterpolation = {3, 3},  cost = { }, },
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["EDSPyramidHandLightningLance"] = {
        name = "EDSPyramidHandLightningLance",
        hidden = true,
        color = ,
        baseEffectiveness = 0,
        incrementalEffectiveness = 0,
        skillTypes = {
            [SkillType.Triggerable] = true,
            [SkillType.Spell] = true,
            [SkillType.Damage] = true,
        },
        statDescriptionScope = "skill_stat_descriptions",
        castTime = 1,
        baseFlags = {
            spell = true,
            area = true,
        },
        baseMods = {
        },
        qualityStats = {
        },
        stats = {
            "spell_minimum_base_lightning_damage",
            "spell_maximum_base_lightning_damage",
            "spell_maximum_action_distance_+%",
            "is_area_damage",
            "action_attack_or_cast_time_uses_animation_length",
            "base_skill_can_be_blocked",
            "base_skill_can_be_avoided_by_dodge_roll",
        },
        levels = {
            [1] = {0.80000001192093, 1.2000000476837, -65, levelRequirement = 1, statInterpolation = {3, 3},  cost = { }, },
        },
    }