[Concussive Round]
[Concussive Round]
Eigenschaften
Type: | active |
Activation time: | 2 Sek. cast |
Target type: | Attackable |
AI type: | Attack |
Initializers: |
|
Metadaten
Contained since: | Patch 1.1.0 |
Global ID: | 16140979445842871101 |
Combat log ID: | 2739128277925888 |
FQN: | abl. |
Star Wars name: | [Concussive Round] |
In anderen Sprachen: | Concussive Round [Concussive Round] |
Andere Seiten: | TORCommunity |
Users
Related effects, buffs and debuffs
Please click on an effect below to view its details.
- [hidden] [0s]
Effect #1Slot: Debuff Duration: instant # occurrences: 0 Tags: tag. abl. trooper. tech_ master_ cast Global ID: 16141122437179488117 FQN: abl. test. rmilner. concussive_ round_ clone/3/1 - 1
- When effect is applied
Perform the following actions:
- Play appearance epp.
trooper. concussive_round. concussive_round_fire - 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) 0 Sek.
- 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)Slot: Debuff Duration: 60 Sek. On death: Effect is removed Tick rate: 1 Sek. (60 ticks) # occurrences: 1 Tags: tag. abl. , tag.trooper. tech_ master_ cast abl. , tag.dispel_ type. mental 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) 60 Sek.
- Max Duration = (time) 60 Sek. - 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: 16141125735714370140 Combat log ID: 2739128277926148 FQN: abl. test. rmilner. concussive_ round_ clone/3/2 - Set Duration
- 1
- When effect is applied
Perform the following actions:
- Mark as neutralized
- Stun the TARGET
- Play appearance epp.
trooper. , dependent on calling effectconcussive_round. concussive_round_sleep
- 2
- When character takes damage, delayed by 1 Sek.
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
- When effect ticks
Perform the following actions:
- Heal the TARGET for (2,5% of its HP), causing no threat
- [8s]
Asleep [Mental]Slot: Debuff Duration: 8 Sek. On death: Effect is removed # occurrences: 0 Tags: tag. abl. , tag.trooper. tech_ master_ cast abl. , tag.dispel_ type. mental 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) 8 Sek.
- Max Duration = (time) 8 Sek.
Conditions: - <
- If TARGET is alive
- Can only be called by other effects
Global ID: 16141124636202742675 Combat log ID: 2739128277926152 FQN: abl. test. rmilner. concussive_ round_ clone/3/3 - Set Duration
- 1
- When effect is applied
Perform the following actions:
- Mark as neutralized
- Stun the TARGET
- Play appearance epp.
trooper. , dependent on calling effectconcussive_round. concussive_round_sleep
- 2
- When character takes damage, delayed by 1 Sek.
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