Reaktorimpuls
Reaktorimpuls
Eigenschaften
Type: | active |
Activation time: | instant |
Target type: | Ground |
AI type: | None |
Metadaten
Contained since: | Patch 1.1.0 |
Global ID: | 16141139970106080427 |
Combat log ID: | 2542796732891136 |
FQN: | abl. |
Star Wars name: | Reaktorimpuls |
In anderen Sprachen: | Reactor Pulse Impulsion de réacteur |
Andere Seiten: | TORCommunity |
Users
Related effects, buffs and debuffs
Please click on an effect below to view its details.
- [hidden] [5s]
Effect #1Slot: Buff Duration: 5 Sek. On death: Effect is removed # occurrences: 0 Initializers: - Set Duration
- Is Hidden = (bool) false
- Is Real Time = (bool) false
- Is Short Duration Persist = (bool) false
- Toughness = (int) 3
- Duration = (time) 5 Sek.
- Max Duration = (time) 5 Sek.
Target overrides: - [target override] Caster
Global ID: 16141084993428929682 FQN: abl. npc. ability. custom. boss. flashpoint. ira. chief_ engineer_ kels. reactor_ pulse_ player/4/1 - Set Duration
- [0s] [not displayed]
Effect #2Slot: Debuff Duration: instant # occurrences: 0 Tags: tag. abl. , tag.debuff. physics abl. utility. is_ aoe Conditions: - <
- If TARGET has at least 0 of any effects from (Übersetzung fehlt)
(Übersetzung fehlt)
FQN: abl.npc.ability.custom.boss.flashpoint.ira.chief_engineer_kels.droid_passive
- If TARGET is an enemy
- If TARGET is alive
- Can only be called by other effects
- If TARGET has at least 0 of any effects from
Target overrides: - [target override] AoE Sphere
- AOE Include Phase Players = (bool) false
- Max Targets = (int) 10
- Sort Type = Closest
- Radius = 26m
Global ID: 16141081694894031803 FQN: abl. npc. ability. custom. boss. flashpoint. ira. chief_ engineer_ kels. reactor_ pulse_ player/4/2 - <
- 1
- When effect is applied
Only when the following conditions are met:
- Can only be called by other effects
Perform the following actions:
- Play appearance epp.
world_design. , dependent on calling effectenvironmental. electrical - Ballistic Impulse, centered at ground target, never knockdown, momentum = 2, 30° pitch, 0° yaw
- Damage
- Damage Type = (int) 5
- Level Cap = (int) 0
- Amount Max = (float) 0
- Amount Min = (float) 0
- Amount Percent = (float) 0,12
- Threat Percent = (float) 0
- Standard Health Percent Max = (float) 0
- Standard Health Percent Min = (float) 0
- Damage Modifier = (float) 0