1. Fähigkeiten
  2. bounty_hunter
  3. grapple

Ranziehen

grapple

Ranziehen

Feuert einen Enterhaken ab, der das Ziel zum PowerTech zieht und ein hohes Maß an Bedrohung erzeugt. Ziele sind 3 Sekunden lang gelähmt. Kann nicht gegen Ziele in Deckung eingesetzt werden.

Eigenschaften

Conditions

Metadaten

Users

Used by
  • apc.test.cdurel.class_prototypes.bh_trooper.powertech_base
  • apc.bounty_hunter.powertech.base
  • apc.tutorial.bounty_hunter.powertech.pyrotech.9
  • apc.tutorial.bounty_hunter.powertech.advanced_prototype.9
  • apc.tutorial.bounty_hunter.powertech.shield_tech.7

Related effects, buffs and debuffs

Please click on an effect below to view its details.

Ability activation
1
grapple
Ranziehen
2
grapple
Ranziehen
3
immobilizedGelähmt (Tech) – Bewegungsunfähig.
4
movementSlowedVerlangsamt (Tech) – Bewegungstempo reduziert.
5
grapple
Ranziehen
6
abl_bh_pt_reel_and_rattleHeftiges Haspeln – Dein nächster Einsatz von Raketenschlag oder Flammenfaust ist verbessert.
7
stunnedBetäubt (Tech) – Handlungsunfähig.
8
movementSlowedVerlangsamt (Tech) – Bewegungstempo reduziert.
9
grappleHitzekette – Regelmäßiger Elementarschaden
  • [hidden] [0s]
    grappleEffect #1

  • 1
    • When effect is applied

    Perform the following actions:

    • Play appearance epp.bounty_hunter.grapple.grapple_cast
    • 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) 5
      - Spell Type = (int) 1
      - Travel Speed = (float) 6
      - Travel Time = (time) 0 Sek.
  • 2
    • When projectile completed travel and hit target

    Only when the following conditions are met:

    Perform the following actions:

    • Modify Threat
      - Is Taunt = (bool) false
      - Amount Max = (float) 0
      - Amount Min = (float) 0
      - Amount Percent = (float) 0
      - Standard Health Percent Max = (float) 1,6
      - Standard Health Percent Min = (float) 1,6
    • 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) 0,151
      - Standard Health Percent Min = (float) 0,111
      - Amount Modifier Percent = (float) 0
      - Coefficient = (float) 1,31
      - Health Steal Percentage = (float) 0
      - Standard Rating Percent Min = (float) 0
      - Standard Rating Percent Max = (float) 0
    • Add effect #2 to TARGET from CASTER
    • Add effect #3 to TARGET from CASTER
    • Add effect #4 to TARGET from CASTER
    • Add effect #5 to TARGET from CASTER
  • 3
    • When projectile completed travel and hit target

    Only when the following conditions are met:

      • <
        • If previous subeffect did not meet all conditions
        AND
        • If the Tech spell hit
        >

    Perform the following actions:

    • Modify Threat
      - Is Taunt = (bool) false
      - Amount Max = (float) 0
      - Amount Min = (float) 0
      - Amount Percent = (float) 0
      - Standard Health Percent Max = (float) 1,6
      - Standard Health Percent Min = (float) 1,6
    • Add effect #2 to TARGET from CASTER
    • Add effect #3 to TARGET from CASTER
    • Add effect #4 to TARGET from CASTER
    • Add effect #8 to TARGET from CASTER
    • Add effect #9 to TARGET from CASTER
  • [0s] [not displayed]
    grappleEffect #2

  • 1
    • When effect is applied

    Perform the following actions:

    • Ballistic To Caster
      - Knockdown = (int) 1
      - Height = (float) 0
  • [3s]
    immobilizedGelähmt (Tech)
    Bewegungsunfähig.

  • 1
    • When effect is applied

    Perform the following actions:

    • Immobilize but allow rotation
  • [0s] [not displayed]
    grappleEffect #5

  • 1
    • When effect is applied

    Override target to:

    • Caster

    Perform the following actions:

    • Add effect #6 to TARGET from CASTER
  • [3s]
    stunnedBetäubt (Tech)
    Handlungsunfähig.

  • 1
    • When effect is applied

    Perform the following actions:

    • Play appearance epp.bounty_hunter.electro_dart.electro_dart_loop, dependent on calling effect
    • Stun the TARGET
  • 2
    • Just before this effect is removed

    Perform the following actions:

    • Play appearance epp.bounty_hunter.electro_dart.electro_dart_stun_end, dependent on calling effect
  • [6s]
    movementSlowedVerlangsamt (Tech)
    Bewegungstempo reduziert.

  • 1
    • When effect is applied

    Perform the following actions:

    • Set movement speed to 50%
  • 2
    • When effect ticks the 1st time

    Perform the following actions:

    • Set movement speed to 30%
  • 3
    • When effect ticks the 2nd time

    Perform the following actions:

    • Set movement speed to 10%
  • [6s]
    grappleHitzekette
    Regelmäßiger Elementarschaden

  • 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) 0,01715
      - Standard Health Percent Min = (float) 0,01715
      - Amount Modifier Percent = (float) 0
      - Coefficient = (float) 0,1715
      - Health Steal Percentage = (float) 0
      - Standard Rating Percent Min = (float) 0
      - Standard Rating Percent Max = (float) 0