![]() It is this behavior that causes Hermit Crabs to jump off from cliffs on Titanic Plains Titanic Plains (Stage 1) It will also ignore the node graph, so it will flee directly away from the enemy. If it is burrowed, it will run away for 3 − u n b u r r o w T i m e seconds. If it is already unburrowed, it will simply run away. Unburrow and flee: the Hermit Crab must be within 20m from its target.Therefore, after burrowing the first mortal can be fired after 3 seconds, while every following shot after 4 seconds. However, the mortal cannot be fired while the skill is on cooldown. ![]() The skill has a cooldown of 3 seconds, which is only activated when the Hermit Crab first burrows in. The mortal's trajectory is adjusted so that it will land 4 seconds after being fired, but it cannot be made to land closer than 25 meters away. The mortal deals 400% damage with a proc coefficient of 0.5 in a radius of 7m with linear falloff. If the Hermit Crab moves while burrowed, it will unburrow over 1.3 seconds (scales with attack speed). Then the mortar will go on cooldown for 3 seconds, after which it can be fired again. While burrowed, it can fire a mortar which takes 1 second to execute (scales with attack speed). If it is on the move, it will burrow within 1 second (scales with attack speed). This skill has two modes depending on whether the Hermit Crab is on the move or burrowed. Hermit Crabs initially spawn a distance away from the player(s), so that they are not easily taken care of when spawned in.Īny single instance of damage that deals more than 50% of the Hermit Crab's total health will stun it and interrupt its attacks or movement. ![]() Unlike other monsters, the Hermit Crab will not spawn at all if the Artifact of Dissonance is enabled. Gigantic stone arches bracket the skyline, while the main play-field overlooks a vast fractured tectonic lowland. ![]()
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