1. Fähigkeiten
  2. bounty_hunter
  3. jet_charge

Jetpack-Angriff

jetcharge

Jetpack-Angriff

Fliegt zu einem entfernten Ziel, verursacht <<1>> Kinetikschaden, unterbricht die aktuelle Aktion des Ziels und lähmt es <<2[%d Sekunden/%d Sekunde/%d Sekunden]>> lang. Kann nicht gegen Ziele in Deckung eingesetzt werden. Der Einsatz von "Jetpack-Angriff" gewährt "Rammbock", wodurch die Abklingzeit von "Jetpack-Angriff" zurücksetzt und das Bewegungstempo 6 Sekunden lang um 30 % erhöht wird. Ist "Rammbock" aktiv, kann "Jetpack-Angriff" einmal aus einer Entfernung von 10 Metern zum Ziel eingesetzt werden und verursacht 50 % zusätzlichen Schaden, unterbricht/lähmt das Ziel aber nicht erneut und gewährt keine Ladung. Dieser Effekt kann nur einmal alle 15 Sekunden auftreten.

Eigenschaften

Conditions

Metadaten

Users

Used by
  • apc.test.cdurel.class_prototypes.bh_trooper.powertech_pyrotech_mods
  • apc.tutorial.bounty_hunter.powertech.pyrotech.1
  • apc.test.cdurel.class_prototypes.bh_trooper.powertech_ap_mods
  • apc.tutorial.bounty_hunter.powertech.advanced_prototype.1
  • apc.tutorial.bounty_hunter.powertech.shield_tech.1
  • apc.bounty_hunter.powertech.advanced_prototype_mods
  • apc.bounty_hunter.powertech.pyrotech_mods

Related effects, buffs and debuffs

Please click on an effect below to view its details.

Ability activation
1
jetcharge
Jetpack-Angriff
2
jetcharge
Jetpack-Angriff
3
immobilizedGelähmt (Tech) – Bewegungsunfähig.
4
movementSlowedVerlangsamt (Tech) – Bewegungstempo reduziert.
5
abl_bh_pt_battering_ramRammbock – Bewegungstempo erhöht. Jetpack-Angriff verbessert.
6
jetcharge
Jetpack-Angriff
7
jetcharge
Battering Ram Lockout
  • [0s] [not displayed]
    jetchargeEffect #1

  • 1
    • When effect is applied

    Only when the following conditions are met:

      • <
        • If CASTER is positioned ≤ 10m to melee distance of TARGET
        AND
        • If CASTER has an effect with the tag tag.​abl.​bounty_hunter.​battering_ram
        AND
        • If no previous subeffect met its conditions
        >

    Perform the following actions:

    • Play appearance epp.bounty_hunter.shoulder_slam.cast_instant
    • Spell Damage
      - Disable Crit Roll = (bool) false
      - Damage Type = (int) 1
      - Slot = (int) 1
      - Spell Type = (int) 2
      - Level Cap = (int) 0
      - Amount Max = (float) 0
      - Amount Min = (float) 0
      - Amount Percent = (float) 0
      - Threat Percent = (float) 0
      - Standard Health Percent Max = (float) 0,162
      - Standard Health Percent Min = (float) 0,102
      - Amount Modifier Percent = (float) 0
      - Coefficient = (float) 1,32
      - Health Steal Percentage = (float) 0
      - Standard Rating Percent Min = (float) 0
      - Standard Rating Percent Max = (float) 0
    • Add effect #6 to TARGET from CASTER
  • 2
    • When effect is applied

    Only when the following conditions are met:

      • <
        • If TARGET has an effect with the tag tag.​abl.​utility.​force_leap_limiter
        AND
        • If no previous subeffect met its conditions
        >

    Perform the following actions:

    • Play appearance epp.bounty_hunter.jet_charge.instant_no_charge
    • Spell Damage
      - Disable Crit Roll = (bool) false
      - Damage Type = (int) 1
      - Slot = (int) 1
      - Spell Type = (int) 2
      - Level Cap = (int) 0
      - Amount Max = (float) 0
      - Amount Min = (float) 0
      - Amount Percent = (float) 0
      - Threat Percent = (float) 0
      - Standard Health Percent Max = (float) 0,108
      - Standard Health Percent Min = (float) 0,068
      - Amount Modifier Percent = (float) 0
      - Coefficient = (float) 0,88
      - Health Steal Percentage = (float) 0
      - Standard Rating Percent Min = (float) 0
      - Standard Rating Percent Max = (float) 0
    • Add effect #2 to TARGET from CASTER, Combat Math Only
    • Add effect #3 to TARGET from CASTER, Combat Math Only
    • Add effect #4 to TARGET from CASTER
    • Add effect #5 to TARGET from CASTER, Combat Math Only
  • 3
    • When effect is applied

    Only when the following conditions are met:

      • If no previous subeffect met its conditions

    Perform the following actions:

    • Teleport To Target
    • Play appearance epp.bounty_hunter.jet_charge.jet_charge_cast
    • Spell Damage
      - Disable Crit Roll = (bool) false
      - Damage Type = (int) 1
      - Slot = (int) 1
      - Spell Type = (int) 2
      - Level Cap = (int) 0
      - Amount Max = (float) 0
      - Amount Min = (float) 0
      - Amount Percent = (float) 0
      - Threat Percent = (float) 0
      - Standard Health Percent Max = (float) 0,108
      - Standard Health Percent Min = (float) 0,068
      - Amount Modifier Percent = (float) 0
      - Coefficient = (float) 0,88
      - Health Steal Percentage = (float) 0
      - Standard Rating Percent Min = (float) 0
      - Standard Rating Percent Max = (float) 0
    • Add effect #2 to TARGET from CASTER, Combat Math Only
    • Add effect #3 to TARGET from CASTER, Combat Math Only
    • Add effect #4 to TARGET from CASTER
    • Add effect #5 to TARGET from CASTER
  • [0s] [not displayed]
    jetchargeEffect #2

  • 1
    • When effect is applied

    Perform the following actions:

    • Interrupt ability and prevent usage for 1 Sek.
  • [2s]
    immobilizedGelähmt (Tech)
    Bewegungsunfähig.

  • 1
    • When effect is applied

    Perform the following actions:

    • Immobilize but allow rotation
    • Play appearance epp.agent.leg_shot.debuff, dependent on calling effect
  • [2s]
    movementSlowedVerlangsamt (Tech)
    Bewegungstempo reduziert.

  • 1
    • When effect is applied

    Perform the following actions:

    • Set movement speed to 50%
    • Play appearance epp.agent.leg_shot.debuff, dependent on calling effect
  • [hidden] [0s] [not displayed]
    jetchargeEffect #6

  • 1
    • When effect is applied

    Override target to:

    • Caster

    Perform the following actions:

    • Add effect #7 to TARGET from CASTER
  • [hidden] [15s]
    jetcharge Battering Ram Lockout

  • 1
    • When effect is applied

    Perform the following actions:

    • Custom server-defined function