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Partner zurückhalten

grapple

Partner zurückhalten

Du und ein Partner wurdet von einem biegsamen Stromkabel umschlungen, das euch in jeder Sekunde Schaden zufügt. Das Kabel wirkt robust, aber ...

Eigenschaften

Conditions

Metadaten

Users

Related effects, buffs and debuffs

Please click on an effect below to view its details.

Ability activation
1
stimpackPartner zurückhalten – Du und ein Partner wurdet von einem biegsamen Stromkabel umschlungen, das euch in jeder Sekunde Schaden zufügt. Das Kabel wirkt robust, aber ...
2
stimpackPartner zurückhalten – Du und ein Partner wurdet von einem biegsamen Stromkabel umschlungen, das euch in jeder Sekunde Schaden zufügt. Das Kabel wirkt robust, aber ...
3
grapple
Partner zurückhalten
4
grapple
Partner zurückhalten
  • [10s]
    stimpackPartner zurückhalten
    Du und ein Partner wurdet von einem biegsamen Stromkabel umschlungen, das euch in jeder Sekunde Schaden zufügt. Das Kabel wirkt robust, aber ...

  • 1
    • When effect is applied
    • When effect ticks

    Perform the following actions:

    • Spell Damage
      - Disable Crit Roll = (bool) false
      - Damage Type = (int) 3
      - 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) 0,01
      - Standard Health Percent Min = (float) 0,01
      - Amount Modifier Percent = (float) 0
      - Coefficient = (float) 0
      - Health Steal Percentage = (float) 0
      - Standard Rating Percent Min = (float) 0
      - Standard Rating Percent Max = (float) 0
  • 2
    • When effect is applied

    Perform the following actions:

    • Add effect #2 to TARGET from TARGET
    • Add effect #4 to TARGET from CASTER
  • [10s]
    stimpackPartner zurückhalten
    Du und ein Partner wurdet von einem biegsamen Stromkabel umschlungen, das euch in jeder Sekunde Schaden zufügt. Das Kabel wirkt robust, aber ...

  • 1
    • When effect is applied

    Override target to:

    • AoE Sphere
      - AOE Include Phase Players = (bool) true
      - Max Targets = (int) 1
      - Sort Type = Closest
      - Radius = 70m

    Only when the following conditions are met:

    Perform the following actions:

    • Play appearance epp.flashpoint.sov.bosses.bask.tether_line, dependent on calling effect
    • Add effect #3 to TARGET from CASTER
  • [hidden] [10s]
    grappleEffect #3

  • 1
    • When effect is applied

    Perform the following actions:

    • Create Area Effect
      - Use Target Bounding Volume = (bool) true
      - Expire On Effect Removal = (bool) true
      - ResetPositionOnReachedMaxDistance = (bool) false
      - InitialPositionOffsetRelative = (bool) false
      - ResetOrientationOnReachedMaxLocalRotation = (bool) false
      - InitialPosition_Type = (string) aoePositionOptionType_Entity
      - InitialPosition_EntityType = (string) aoeTarget_Caster
      - InitialPosition_X_ScalarType = (string) aoeScalarType_LiteralValue
      - InitialPosition_Y_ScalarType = (string) aoeScalarType_LiteralValue
      - InitialPosition_Z_ScalarType = (string) aoeScalarType_LiteralValue
      - InitialOrientation_Type = (string) aoeOrientationOptionType_DirectionBetweenEntities
      - InitialOrientation_FromEntityType = (string) aoeTarget_Caster
      - InitialOrientation_ToEntityType = (string) aoeTarget_Target
      - Shape Type = (string) aoeCylinder
      - Target Conditions = (string) aoeTargetCondition_IsAlive;aoeTargetCondition_IsNPC;aoeTargetCondition_IsEnemy[aoeParameter_Enemyof:aoeConditionTarget_Caster]
      - InitialOrientation_Pitch_ScalarType = (string) aoeScalarType_LiteralValue
      - InitialOrientation_Yaw_ScalarType = (string) aoeScalarType_LiteralValue
      - InitialOrientation_Roll_ScalarType = (string) aoeScalarType_LiteralValue
      - Radius_ScalarType = (string) aoeScalarType_LiteralValue
      - Height_ScalarType = (string) aoeScalarType_DistanceValue
      - Area Effect Tag = (string)
      - Ability Caster = (string) aoeAbilityCaster_Caster
      - Ability Target = (string) aoeAbilityTarget_Target
      - Looping Vfx = (string)
      - On Tick Vfx = (string)
      - Movement Type = (string) aoeMovement_FollowTargetPosition
      - Movement Target Type = (string) aoeTarget_Caster
      - BehaviorOnReachedMaxDistance = (string) aoeMovement_None
      - LocalRotationType = (string) aoeRotation_DirectionBetweenEntities
      - BehaviorOnReachedMaxLocalRotation = (string) aoeRotation_None
      - Height_DistanceSource = (string) aoeTarget_Caster
      - Height_DistanceTarget = (string) aoeTarget_Target
      - LocalRotationDirectionSourceType = (string) aoeTarget_Caster
      - LocalRotationDirectionTargetType = (string) aoeTarget_Target
      - HeightScalingType = (string) aoeScaling_Distance
      - HeightScalingDistanceSourceType = (string) aoeTarget_Caster
      - HeightScalingDistanceTargetType = (string) aoeTarget_Target
      - LoopingVfxPlaystyle = (string) aoeVfx_None
      - OnTickVfxPlaystyle = (string) aoeVfx_None
      - Effect Number = (int) 0
      - Ability Spec =

      [dash_break]

      FQN: abl.​flashpoint.​sov.​bosses.​bask.​dash_break

      [dash_break]

      - Min Tick Count = (int) 1
      - Max Tick Count = (int) 100
      - Tick Rate = (float) 0,25
      - Min Lifespan = (float) 10
      - Max Lifespan = (float) 10
      - InitialPosition_X_Value = (float) 0
      - InitialPosition_Y_Value = (float) 0
      - InitialPosition_Z_Value = (float) 0
      - InitialOrientation_Pitch_Value = (float) 0
      - InitialOrientation_Yaw_Value = (float) 0
      - InitialOrientation_Roll_Value = (float) 0
      - Radius_Value = (float) 0,1
      - Min Distance = (float) 0
      - First Tick Delay = (float) 1,5
      - MaxMovementSpeed = (float) 2
      - MaxMovementDistance = (float) 1.000
      - MaxLocalRotation = (float) 360
      - LoopingVfxLocalScale_X = (float) 1
      - LoopingVfxLocalScale_Y = (float) 1
      - LoopingVfxLocalScale_Z = (float) 1
      - OnTickVfxLocalScale_X = (float) 1
      - OnTickVfxLocalScale_Y = (float) 1
      - OnTickVfxLocalScale_Z = (float) 1
  • [hidden] [10s]
    grappleEffect #4