Dungeons II:Storm Generator
| Health points | 800 (Easy) 1000 (Medium) 1200 (Hard) |
|---|---|
| Spawn | Soul Storm |
| Codename | Storminator[1] |
| Description Nearly as cool as Kira.[1] | |
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"title": "Storm Generator",
"images": [
"MCD2 Storm Generator Easy.png",
"MCD2 Storm Generator Medium.png",
"MCD2 Storm Generator Hard.png"
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{
"field": "800 (Easy)<br>1000 (Medium)<br>1200 (Hard)",
"label": "Health points"
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{
"field": "(link to Dungeons II:Soul Storm article, displayed as Soul Storm)",
"label": "Spawn"
},
{
"field": "Storminator",
"label": "Codename"
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"invimages": [],
"footer": "'''Description'''<br>Nearly as cool as Kira.'\"`UNIQ--ref-000000E8-QINU`\"'"
}
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% |
- All storm generators take 20% less melee damage and 50% less soul damage, cannot be knocked back, and drop souls as they lose health.
- Each wave is drawn from creepers and charged creepers, groups of illagers, zombies and skeletons, and nesters and seedlings. Once a storm generator is below 75% health, soul corrupted Zombie and soul corrupted Vindicator can join. Waves are larger with more heroes.
- Hitting a tier II or III storm generator has a 2% chance to summon up to three mobs, at most once every twenty seconds. When it drops below 70% health, it has a 5% (tier II) or 30% (tier III) chance to summon a group of up to ten mobs.
- The mini-boss summoned by tier II can be a witch, an Enderman, a warden, an evoker, a dartback or a Harmonizer. The monstrosity summoned by tier III can be a Copper Monstrosity, a Redstone Monstrosity, or a Sculk Monstrosity.
- Mobs summoned by storm generators never drop gear.
Rewards
[edit | edit source]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. | ||||||
Gallery
[edit | edit source]-
A screenshot of the healthbar of a storm generator.
-
A storm generator.
References
[edit | edit source]- ↑ 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" } - ↑ 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,.Mediumand.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. - ↑ 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.)