1. Fähigkeiten
  2. agent
  3. skill
  4. marksmanship
  5. penetrating_blasts

Durchdringende Schüsse

abl_ag_sn_penetrating_blast

Durchdringende Schüsse

Gibt eine Reihe von Schüssen ab, die <<1>> Waffenschaden verursachen und das Ziel <<2[$d Sekunden/$d Sekunde/$d Sekunden]>> lang spalten. Gespaltene Ziele haben einen um 20% reduzierten Rüstungswert. Verbraucht über die Dauer der Kanalisierung 20 Energie.

Ersetzt Feuerstoß.

Eigenschaften

Conditions

Metadaten

Users

Used by
  • apc.agent.sniper.marksmanship
  • apc.tutorial.agent.sniper.marksmanship.4
  • apc.test.cdurel.class_prototypes.age_smu.sniper_marksmanship

Related effects, buffs and debuffs

Please click on an effect below to view its details.

Ability activation
1
abl_ag_sn_penetrating_blast
Durchdringende Schüsse
2
4
movementslowedVerlangsamt (Physisch) – Bewegungstempo reduziert.
3
followthroughDurchschlagen – Durchschlagen ermöglicht.
4
armorReducedGespalten (Physisch) – Rüstungswert reduziert.
5
abl_ag_sn_penetrating_blast
Durchdringende Schüsse
6
abl_ag_sn_penetrating_blast
Durchdringende Schüsse
7
Shrapnel_Blast_6_0Streuschuss – Das nächste Durchschlagen verursacht bei Zielen um das Hauptziel Flächenschaden.
8
abl_ag_sn_penetrating_blast
Durchdringende Schüsse
  • [hidden] [does not expire]
    abl_ag_sn_penetrating_blastEffect #1

  • 1
    • Just before this effect is removed

    Perform the following actions:

    • Play appearance epp.agent.penetrating_blasts.channel_end, dependent on calling effect
  • 2
    • When effect is applied
    • When effect ticks the 1st time
    • When effect ticks the 2nd time
    • When effect ticks the 3rd time

    Only when the following conditions are met:

      • If CASTER has ≥ 4 Energy
        Failure message: Energy Level Too Low

    Perform the following actions:

    • Weapon Damage
      - Is Special Ability = (bool) true
      - Ignore Dual Wield Modifier = (bool) true
      - Disable Crit Roll = (bool) false
      - Flurry Blows Min = (int) 1
      - Flurry Blows Max = (int) 1
      - Level Cap = (int) 0
      - Threat Percent = (float) 0
      - Standard Health Percent Max = (float) 0,08
      - Standard Health Percent Min = (float) 0,08
      - Amount Modifier Fixed Max = (float) 0
      - Amount Modifier Fixed Min = (float) 0
      - Amount Modifier Percent = (float) -0,47
      - Coefficient = (float) 0,8
      - Health Steal Percentage = (float) 0
      - Slots = Primary Ranged
    • Add effect #2 to TARGET from CASTER, Combat Math Only
    • Add effect #4 to TARGET from CASTER, Combat Math Only
    • Add effect #6 to TARGET from CASTER, Combat Math Only
  • 3
    • When effect ticks the 4th time

    Only when the following conditions are met:

      • If CASTER has ≥ 4 Energy
        Failure message: Energy Level Too Low

    Perform the following actions:

    • Add effect #5 to TARGET from CASTER
    • Add effect #8 to TARGET from CASTER
  • 4
    • When effect ticks the 4th time

    Override target to:

    • Caster

    Only when the following conditions are met:

    Perform the following actions:

    • Add effect #3 to TARGET from CASTER
    • Add effect #7 to TARGET from CASTER, Combat Math Only
  • 5
    • When effect is applied
    • When effect ticks

    Override target to:

    • Caster

    Only when the following conditions are met:

      • If CASTER has ≥ 4 Energy
        Failure message: Energy Level Too Low

    Perform the following actions:

    • Spend Energy
      - Amount = (float) 4
      - Amount Percent Of Current = (float) 0
      - Amount Percent Of Max = (float) 0
  • 6
    • When effect ticks

    Only when the following conditions are met:

      • If previous subeffect did not meet all conditions

    Perform the following actions:

    • Cancel this ability
  • [3s]
    movementslowedVerlangsamt (Physisch)
    Bewegungstempo reduziert.

  • 1
    • When effect is applied

    Only when the following conditions are met:

      • If stacks of this effect = 1

    Perform the following actions:

    • Set movement speed to 80%
  • 2
    • When stacks of this effect increase

    Only when the following conditions are met:

      • If stacks of this effect = 2

    Perform the following actions:

    • Set movement speed to 60%
  • 3
    • When stacks of this effect increase

    Only when the following conditions are met:

      • If stacks of this effect = 3

    Perform the following actions:

    • Set movement speed to 40%
  • 4
    • When stacks of this effect increase

    Only when the following conditions are met:

      • If stacks of this effect = 4

    Perform the following actions:

    • Set movement speed to 20%
  • [5s]
    followthroughDurchschlagen
    Durchschlagen ermöglicht.

  • [45s]
    armorReducedGespalten (Physisch)
    Rüstungswert reduziert.

  • 1
    • When effect is applied

    Perform the following actions:

  • [0s] [not displayed]
    abl_ag_sn_penetrating_blastEffect #6

  • 1
    • When effect is applied

    Override target to:

    • AoE Sphere
      - AOE Include Phase Players = (bool) false
      - Max Targets = (int) 8
      - Sort Type = Closest
      - Radius = 5m

    Only when the following conditions are met:

      • <
        • If TARGET != PRIMARY TARGET
        AND
        • If TARGET is alive
        AND
        • If TARGET is an enemy
        >

    Perform the following actions:

    • Play appearance epp.agent.followthrough.impact_only
    • Weapon Damage
      - Is Special Ability = (bool) true
      - Ignore Dual Wield Modifier = (bool) true
      - Disable Crit Roll = (bool) false
      - Flurry Blows Min = (int) 1
      - Flurry Blows Max = (int) 1
      - Level Cap = (int) 0
      - Threat Percent = (float) 0
      - Standard Health Percent Max = (float) 0,08
      - Standard Health Percent Min = (float) 0,08
      - Amount Modifier Fixed Max = (float) 0
      - Amount Modifier Fixed Min = (float) 0
      - Amount Modifier Percent = (float) -0,47
      - Coefficient = (float) 0,8
      - Health Steal Percentage = (float) 0
      - Slots = Primary Ranged
    • Add effect #2 to TARGET from CASTER, Combat Math Only
    • Add effect #4 to TARGET from CASTER, Combat Math Only
  • 2
    • When effect is applied

    Perform the following actions:

    • Play appearance epp.bounty_hunter.shatter_slug.shrapnel_hit
  • [0s] [not displayed]
    abl_ag_sn_penetrating_blastEffect #8

  • 1
    • When effect is applied

    Perform the following actions:

    • Weapon Damage
      - Is Special Ability = (bool) true
      - Ignore Dual Wield Modifier = (bool) true
      - Disable Crit Roll = (bool) false
      - Flurry Blows Min = (int) 1
      - Flurry Blows Max = (int) 1
      - Level Cap = (int) 0
      - Threat Percent = (float) 0
      - Standard Health Percent Max = (float) 0,08
      - Standard Health Percent Min = (float) 0,08
      - Amount Modifier Fixed Max = (float) 0
      - Amount Modifier Fixed Min = (float) 0
      - Amount Modifier Percent = (float) -0,47
      - Coefficient = (float) 0,8
      - Health Steal Percentage = (float) 0
      - Slots = Primary Ranged
    • Add effect #2 to TARGET from CASTER, Combat Math Only
    • Add effect #4 to TARGET from CASTER, Combat Math Only
    • Add effect #6 to TARGET from CASTER, Combat Math Only