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  4. flame_burst2

DE_Flame Burst2

force_push

DE_Flame Burst2

DE_The Bounty Hunter extends his wrist and fires a quick burst of flame that ignites the target and does damage over time.

Eigenschaften

Conditions

Metadaten

Users

Related effects, buffs and debuffs

Please click on an effect below to view its details.

Ability activation
1
force_push
DE_Flame Burst2
2
force_push
Flame Burst - Burning
  • [0s]
    force_pushDE_Flame Burst2

  • 1
    • When effect is applied

    Only when the following conditions are met:

      • <
        • If TARGET is alive
        AND
        • If TARGET is an enemy
        >

    Perform the following actions:

    • Invoke Projectile
      - Determine Hit = (bool) false
      - Timed Projectile = (bool) false
      - Hit Checked = (bool) false
      - Is Special Ability = (bool) false
      - Ignore Dual Wield Modifier = (bool) false
      - Slot = (int) 2
      - Spell Type = (int) 1
      - Travel Speed = (float) 7
      - Travel Time = (time) 0 Sek.
    • Play appearance epp.test.regression.flame_burst_cast
  • 2
    • When projectile completed travel and hit target

    Perform the following actions:

    • Add effect #2 to TARGET from TARGET
  • [10s]
    force_push Flame Burst - Burning

  • 1
    • When effect is applied

    Perform the following actions:

    • Play appearance epp.test.regression.flame_burst_burn, dependent on calling effect
    • Damage
      - Damage Type = (int) 2
      - Level Cap = (int) 0
      - Amount Max = (float) 65
      - Amount Min = (float) 53
      - Amount Percent = (float) 0
      - Threat Percent = (float) 0
      - Standard Health Percent Max = (float) 0
      - Standard Health Percent Min = (float) 0
      - Damage Modifier = (float) 0
  • 2
    • When effect ticks

    Only when the following conditions are met:

      • If TARGET is alive

    Perform the following actions:

    • Damage
      - Damage Type = (int) 2
      - Level Cap = (int) 0
      - Amount Max = (float) 13
      - Amount Min = (float) 11
      - Amount Percent = (float) 0
      - Threat Percent = (float) 0
      - Standard Health Percent Max = (float) 0
      - Standard Health Percent Min = (float) 0
      - Damage Modifier = (float) 0