1. Fähigkeiten
  2. npc
  3. ability
  4. custom
  5. flashpoint
  6. eternity_vault
  7. silentior
  8. difficulty_2
  9. random_rocket

Raketenexplosion

stimpack

Raketenexplosion

Eigenschaften

Conditions

Metadaten

Users

Used by
  • class.npc.droid.boss.flashpoint.raid.eternity_vault.difficulty_2.boss_silentior

Related effects, buffs and debuffs

Please click on an effect below to view its details.

Ability activation
1
stimpack
Raketenexplosion
2
stimpack
Raketenexplosion
3
stimpack
Raketenexplosion
4
stimpack
Raketenexplosion
5
stimpack
Raketenexplosion
6
stimpack
Raketenexplosion
  • [0s] [not displayed]
    stimpackEffect #1

  • 1
    • When effect is applied

    Override target to:

    • Random Enemy
      - Ignore Current = (bool) true
      - Ignore NPC = (bool) false
      - Ignore PC = (bool) false
      - Ignore CC = (bool) false

    Only when the following conditions are met:

      • <
        • If TARGET is alive
        AND
        • If TARGET is an enemy
        AND
        • If CASTER is positioned ≤ 50m to center of TARGET
        AND
        • If TARGET does not have 1 or more effects with the tag tag.​abl.​flashpoint.​eternity_vault.​silentior.​random_rocket
        >

    Perform the following actions:

    • Add effect #3 to TARGET from CASTER
  • 2
    • When effect is applied

    Only when the following conditions are met:

      • If previous subeffect did not meet all conditions

    Perform the following actions:

    • Add effect #2 to TARGET from CASTER
  • [0s] [not displayed]
    stimpackEffect #2

  • 2
    • When effect is applied

    Perform the following actions:

    • Add effect #3 to TARGET from CASTER
  • [hidden] [10s]
    stimpackEffect #3

  • 1
    • When effect is applied

    Perform the following actions:

    • Play appearance epp.npc.ability.custom.flashpoint.eternity_vault.silentior.difficulty_1.random_rocket_cast, dependent on calling effect
  • 2
    • When effect ticks the 9th time

    Perform the following actions:

    • Play appearance epp.npc.ability.custom.flashpoint.eternity_vault.silentior.difficulty_1.random_rocket, dependent on calling effect
  • 3
    • When effect ticks the 10th time

    Perform the following actions:

    • Play appearance epp.npc.ability.custom.flashpoint.eternity_vault.silentior.difficulty_1.random_rocket_projectile, dependent on calling effect
    • 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) 2
      - Travel Speed = (float) 2
      - Travel Time = (time) 0 Sek.
  • 4
    • When projectile completed travel and hit target

    Perform the following actions:

    • Remove this effect
    • Add effect #4 to TARGET from CASTER
    • Weapon Damage
      - Is Special Ability = (bool) false
      - Ignore Dual Wield Modifier = (bool) false
      - Disable Crit Roll = (bool) false
      - Flurry Blows Min = (int) 0
      - Flurry Blows Max = (int) 0
      - Level Cap = (int) 0
      - Threat Percent = (float) 0
      - Standard Health Percent Max = (float) 0,28
      - Standard Health Percent Min = (float) 0,28
      - Amount Modifier Fixed Max = (float) 0
      - Amount Modifier Fixed Min = (float) 0
      - Amount Modifier Percent = (float) -1
      - Coefficient = (float) 1
      - Health Steal Percentage = (float) 0
      - Slots = Primary Ranged
    • Ballistic Impulse, centered at target, immediately knockdown, momentum = 0, 0° pitch, 0° yaw
  • [hidden] [5s]
    stimpackEffect #4

  • 1
    • When effect is applied

    Perform the following actions:

    • Add effect #5 to TARGET from CASTER
    • Add effect #6 to TARGET from TARGET
  • [0s] [not displayed]
    stimpackEffect #5

  • 1
    • When effect is applied

    Perform the following actions:

    • Weapon Damage
      - Is Special Ability = (bool) false
      - Ignore Dual Wield Modifier = (bool) false
      - Disable Crit Roll = (bool) false
      - Flurry Blows Min = (int) 0
      - Flurry Blows Max = (int) 0
      - Level Cap = (int) 0
      - Threat Percent = (float) 0
      - Standard Health Percent Max = (float) 0,5
      - Standard Health Percent Min = (float) 0,5
      - Amount Modifier Fixed Max = (float) 0
      - Amount Modifier Fixed Min = (float) 0
      - Amount Modifier Percent = (float) -1
      - Coefficient = (float) 1
      - Health Steal Percentage = (float) 0
      - Slots = Primary Ranged
  • [0s] [not displayed]
    stimpackEffect #6

  • 1
    • When effect is applied

    Perform the following actions:

    • Ballistic Impulse, centered at caster, never knockdown, momentum = 3,5, 22° pitch, 0° yaw