Recoil Control
Recoil Control
Firing Snipe twice in a row, firing Takedown or Ambush once, or completing a Penetrating Blasts now finishes the cooldown on Followthrough.
Attributes
Type: | passive |
Activation time: | instant |
Target type: | Self |
AI type: | None |
Metadata
Contained since: | Patch 1.1.0 |
Global ID: | 16140953432698155597 |
Combat log ID: | 2301071678504960 |
FQN: | abl. |
Star Wars name: | Recoil Control |
Other languages: | Rückstoßkontrolle Contrôle du recul |
Other sites: | TORCommunity |
Users
Related effects, buffs and debuffs
Please click on an effect below to view its details.
- [hidden] [does not expire]
Effect #1Slot: Other (not visible) Duration: passive On death: Effect persists # occurrences: 0 Global ID: 16141036839088631860 FQN: abl. agent. skill. marksmanship. recoil_ control/12/1 - 1
- After Snipe is activated by CASTER
Snipe
Shoots a target for <<1>> weapon damage.
FQN: abl.agent.snipe
Perform the following actions:
- Add effect #2 to TARGET from CASTER
- After
- 2
- After Ambush is activated by CASTER
Ambush
Fires a high-powered shot that deals <<1>> weapon damage. Ambush ignores 20% of the target's armor.
FQN: abl.agent.skill.marksmanship.ambush
- After Takedown is activated by CASTER
Takedown
Attempts to take the target down with a single powerful shot that deals <<1>> weapon damage. Only usable on targets at or below 30% max health.
FQN: abl.agent.takedown
- When character receives an effect with tags tag.
abl. agent. reset_followthrough
Perform the following actions:
- Add effect #3 to TARGET from CASTER
- After
- [hidden] [5s]
Effect #2Slot: Buff Duration: 5s On death: Effect is removed Initial stacks: 1 Max stacks: 2 # occurrences: 1 Initializers: - Set Duration
- Is Hidden = (bool) false
- Is Real Time = (bool) false
- Is Short Duration Persist = (bool) false
- Toughness = (int) 3
- Duration = (time) 5s
- Max Duration = (time) 5s - Set Stack Limit
- Is By Tag = (bool) false
- Is Per Caster = (bool) true
- Is Multi Target = (bool) false
- Relevant Tags = (string)
- Max Stack Count = (int) 1
Conditions: - Can only be called by other effects
Global ID: 16141040137623518493 FQN: abl. agent. skill. marksmanship. recoil_ control/12/2 - Set Duration
- 1
- When stacks of this effect increase
Only when the following conditions are met:
- If stacks of this effect = 2
Perform the following actions:
- Add effect #3 to TARGET from CASTER
- Remove this effect
- 2
- After an ability is activated with tags tag.
abl. or tag.agent. tech_attack abl. by CASTERagent. rifle_ability
Perform the following actions:
- Remove this effect
- After an ability is activated with tags tag.
- [hidden] [5s]
Effect #3Slot: Buff Duration: 5s On death: Effect is removed # occurrences: 1 Initializers: - Set Duration
- Is Hidden = (bool) false
- Is Real Time = (bool) false
- Is Short Duration Persist = (bool) false
- Toughness = (int) 3
- Duration = (time) 5s
- Max Duration = (time) 5s - Set Stack Limit
- Is By Tag = (bool) false
- Is Per Caster = (bool) true
- Is Multi Target = (bool) false
- Relevant Tags = (string)
- Max Stack Count = (int) 1
Conditions: - Can only be called by other effects
Global ID: 16141039038111888210 FQN: abl. agent. skill. marksmanship. recoil_ control/12/3 - Set Duration
- 1
- When effect is applied
Perform the following actions:
- Modify cooldown of Followthrough by -100%
Followthrough
Fires a well-controlled follow-up shot at the target that deals <<1>> weapon damage. Only usable within the 5 seconds immediately following a Snipe, Ambush, Takedown, or a complete Penetrating Blasts.
FQN: abl.agent.skill.marksmanship.followthrough
- Play appearance epp.
agent. , dependent on calling effectskill. marksmanship. reactive_shots. proc
- 2
Perform the following actions:
- Remove this effect