Concussion Missile
Concussion Missile
Fires a missile at the target that knocks it out for up to <<1[%d seconds/%d second/%d seconds]>>. Non-player, non-standard and non-weak targets regenerate health rapidly while knocked out. Damage to the target causes this effect to end prematurely.
Attributes
Type: | active |
Activation time: | 2s cast |
Target type: | Attackable |
AI type: | Attack |
Initializers: |
|
Metadata
Contained since: | Patch 1.1.0 |
Global ID: | 16141046438864438681 |
Combat log ID: | 1681075969458176 |
FQN: | abl. |
Star Wars name: | Concussion Missile |
Other languages: | Erschütterungsrakete Missile assommant |
Other sites: | TORCommunity |
Users
Related effects, buffs and debuffs
Please click on an effect below to view its details.
- [hidden] [0s]
Effect #1Slot: Other (not visible) Duration: instant # occurrences: 0 Tags: tag. abl. , tag.utility. aggressive_ action abl. , tag.bounty_ hunter. control_ ability abl. , tag.bounty_ hunter. missile_ ability abl. , tag.bounty_ hunter. power_ surge_ ability abl. bounty_ hunter. heat_ ability Initializers: - Set type to Other, cannot toggle off
Global ID: 16141051538888521852 FQN: abl. bounty_ hunter. concussion_ missile/13/1 - 1
- When effect is applied
Perform the following actions:
- Play appearance epp.
bounty_hunter. , dependent on calling effectconcussion_missiles. concussion_missiles_cast - Invoke Projectile
- Determine Hit = (bool) false
- Timed Projectile = (bool) false
- Hit Checked = (bool) false
- Is Special Ability = (bool) true
- Ignore Dual Wield Modifier = (bool) false
- Slot = (int) 5
- Spell Type = (int) 1
- Travel Speed = (float) 4
- Travel Time = (time) 0s
- 2
- When projectile completed travel and hit target
Only when the following conditions are met:
- <
- If the Tech spell hit
- If TARGET is not a player
Perform the following actions:
- Add effect #2 to TARGET from CASTER
- 3
- When projectile completed travel and hit target
Only when the following conditions are met:
- <
- If the Tech spell hit
- If TARGET is a player
Perform the following actions:
- Add effect #3 to TARGET from CASTER, Combat Math Only
- [60s]
Asleep (Mental)
Unable to act. Breaks on damage.Slot: Debuff Duration: 60s On death: Effect is removed Tick rate: 1s (60 ticks) # occurrences: 1 Tags: tag. abl. , tag.utility. aggressive_ action abl. , tag.bounty_ hunter. control_ ability abl. , tag.bounty_ hunter. missile_ ability abl. , tag.dispel_ type. mental abl. , tag.bounty_ hunter. power_ surge_ ability abl. , tag.bounty_ hunter. heat_ ability abl. , tag.debuff. sleep abl. debuff. break_ cover Initializers: - Set Duration
- Is Hidden = (bool) false
- Is Real Time = (bool) false
- Is Short Duration Persist = (bool) false
- Toughness = (int) 1
- Duration = (time) 60s
- Max Duration = (time) 60s - Set Stack Limit
- Is By Tag = (bool) false
- Is Per Caster = (bool) false
- Is Multi Target = (bool) false
- Relevant Tags = (string)
- Max Stack Count = (int) 1
Conditions: - <
- If TARGET is alive
- Can only be called by other effects
Global ID: 16141054837423406469 Combat log ID: 1681075969458432 FQN: abl. bounty_ hunter. concussion_ missile/13/2 - Set Duration
- 1
- When effect is applied
Perform the following actions:
- Mark as neutralized
- Stun the TARGET
- Play appearance epp.
bounty_hunter. , dependent on calling effectconcussion_missiles. concussion_missiles_sleep
- 2
- When character takes damage that does not get redirected, delayed by 1s
Perform the following actions:
- Remove this effect
- 3
- When effect is applied
Perform the following actions:
- Modify Threat
- Is Taunt = (bool) false
- Amount Max = (float) 1
- Amount Min = (float) 1
- Amount Percent = (float) 0
- Standard Health Percent Max = (float) 0
- Standard Health Percent Min = (float) 0
- 4
- Just before this effect is removed
Perform the following actions:
- Play appearance epp.
bounty_hunter. , dependent on calling effectconcussion_missiles. concussion_missiles_sleep_end
- 5
- When effect ticks
Only when the following conditions are met:
- If toughness of TARGET is ≥ Strong
Perform the following actions:
- Heal the TARGET for (2.5% of its HP), causing -1 threat
- [8s]
Asleep (Mental)
Unable to act. Breaks on damage.Slot: Debuff Duration: 8s On death: Effect is removed # occurrences: 0 Tags: tag. abl. , tag.utility. aggressive_ action abl. , tag.bounty_ hunter. control_ ability abl. , tag.bounty_ hunter. missile_ ability abl. , tag.dispel_ type. mental abl. , tag.bounty_ hunter. power_ surge_ ability abl. , tag.bounty_ hunter. heat_ ability abl. , tag.debuff. sleep abl. debuff. break_ cover Initializers: - Set Duration
- Is Hidden = (bool) false
- Is Real Time = (bool) false
- Is Short Duration Persist = (bool) false
- Toughness = (int) 1
- Duration = (time) 8s
- Max Duration = (time) 8s
Conditions: - <
- If TARGET is alive
- Can only be called by other effects
Global ID: 16141053737911779290 Combat log ID: 1681075969458492 FQN: abl. bounty_ hunter. concussion_ missile/13/3 - Set Duration
- 1
- When effect is applied
Perform the following actions:
- Mark as neutralized
- Stun the TARGET
- Play appearance epp.
bounty_hunter. , dependent on calling effectconcussion_missiles. concussion_missiles_sleep
- 2
- When character takes damage that does not get redirected, delayed by 1s
Perform the following actions:
- Remove this effect
- 3
- When effect is applied
Perform the following actions:
- Modify Threat
- Is Taunt = (bool) false
- Amount Max = (float) 1
- Amount Min = (float) 1
- Amount Percent = (float) 0
- Standard Health Percent Max = (float) 0
- Standard Health Percent Min = (float) 0
- 4
- Just before this effect is removed
Perform the following actions:
- Play appearance epp.
bounty_hunter. , dependent on calling effectconcussion_missiles. concussion_missiles_sleep_end