Dungeons II:Storm Generator

From Minecraft Wiki
Jump to navigation Jump to search
Storm Generator

MCD2 Storm Generator Easy.png: Infobox image for Minecraft dungeons ii entity 'Storm Generator'

MCD2 Storm Generator Medium.png: Infobox image for Minecraft dungeons ii entity 'Storm Generator'

MCD2 Storm Generator Hard.png: Infobox image for Minecraft dungeons ii entity 'Storm Generator'

Health points 800 (Easy)
1000 (Medium)
1200 (Hard)
Spawn Soul Storm
Codename Storminator[1]

A storm generator is a boss that drops items which have three effects rather than two. Storm generators appear in certain areas during active soul storms and summon tougher mobs. Defeating the tougher mobs will grant the heroes exclusive rewards.

Spawn

[edit | edit source]

When a soul storm is active, multiple storm generators will appear in the designated area. More than three storm generators will appear. Once the hero destroys three of them, the undefeated ones will disappear with the end of the soul storm event.

Each storm generator appears with a level (Easy, Medium or Hard), and is recognizable via the number and color of its banners.

Fight mechanic

[edit | edit source]

A soul storm is quelled by destroying a set number of storm generators before time runs out. A storm generator becomes active when a hero comes near it, then keeps summoning mobs until it is destroyed. While a shield generator is nearby, storm generators are invulnerable, so shield generators have to be destroyed first.

Storm Generators

[edit | edit source]
Tier Health Wave every Wave at health Shield Generators At low health
I 800 60 seconds 100%, 90%, 80%, 70%, 60%, 50%, 30%, 20% — 1 soul corrupted mob at 20%
II 1000 45 seconds Same as tier I, plus 10% 16% chance at each of those health points, at most once every 60 seconds 1 mini-boss at 40%
III 1200 30 seconds Same as tier I, plus 95%, 75%, 55%, 10% and 5% 40% chance at each of those health points, at most once every 45 seconds 1 Monstrosity at 40%

Rewards

[edit | edit source]
This feature is currently bugged
As of 1.1.1.0, generators will spawn with the correct level and fight mechanics, but once defeated, will always be recorded as an Easy one, always loot the Easy loots, and count as an easy generator defeated towards the Souls Storm tracker. Currently tracked by MCD2-349.

When defeated, a storm generator will spawn a reward chest. This chest will contain:

Storm Generator Items Echo Shards Emeralds
I 1 1 + 2 x 33% 5 + 10 x 30%
II 1 1 + 2 x 33% 5 + 10 x 30%
III 2 1 + 3 x 33% 5 + 15 x 30%

After the third storm generator defeated, a soul storm chest will appear. Its rarity will depend on the level of the defeated generators. The way the difficulty of defeated generators counts towards the final chest level is currently unknown[2].

Soul Storm Level Items Echo Shards Emeralds
Low 2 1 + 3 × 33% 5 + 15 × 30%
Medium 3 1 + 3 × 33% 5 + 15 × 30%
High 4 4 + 3 × 33% 10 + 15 × 30%

The rarity of the dropped items is determined based on the hero's threat level[3]. Odds are the same for the two chest types.

Threat Rare Special Unique
0–1 100% 0% 0%
2 8.0% 92.0% 0%
3 4.8% 95.2% 0%
4 3.3% 89.2% 7.4%
5 2.7% 86.5% 10.8%
6 2.1% 85.1% 12.8%
7 1.8% 84.2% 14.0%
8 1.5% 83.6% 14.9%
9 1.3% 83.1% 15.6%
10 1.1% 82.8% 16.1%
11 0.9% 82.6% 16.5%
12 0.8% 81.0% 18.2%
13 0.7% 79.4% 19.9%
14 0.6% 79.5% 19.9%
15+ 0.5% 79.6% 19.9%

History

[edit | edit source]
Minecraft Dungeons II
1.1.1.0 Added storm generators.
[edit | edit source]

References

[edit | edit source]
  1. ↑ a b "Text/Release/DT_SoulStormPropActorDefinition.csv": { "SW_PropActor_SoulStorm_Storminator_Base_SW_TextEntry_Description": "Nearly as cool as Kira.", "SW_PropActor_SoulStorm_Storminator_Base_SW_TextEntry_Name": "Storm Generator" }
  2. ↑ The soul storm actor (BP_BlizzardStorm-SoulStorm) records the difficulty of every storm generators destroyed and keeps a running score, but its data only defines which chest is given for a low, medium or high score (SW.LootActor.StorminatorChest.Final.Low, .Medium and .High). The points each generator difficulty adds and the score needed for each chest are set in the game's native code, which is obfuscated in the released executable. Checked in version 1.1.1.0.
  3. ↑ The exact formula used to compute weights is:
    Threat Rare Special Unique
    n max(5, min(10, 5 + max(n, 1), 20 − n)) 80 × min(10, max(n, 1) − 1) 20 × max(0, min(10, n − 3))

    (Percentages can then be computed from those weights.)

[edit | edit source]