1. Abilities
  2. operation
  3. oricon
  4. fortress
  5. boss
  6. dread_master_brontes
  7. tentacles
  8. energy_sphere
  9. passive

[passive]

carbonitegrenade

[passive]

Attributes

Conditions

Metadata

Users

Used by
  • class.npc.operation.oricon.fortress.boss.dread_master_brontes.energy_sphere

Related effects, buffs and debuffs

Please click on an effect below to view its details.

Ability activation
1
carbonitegrenade
[passive]
2
carbonitegrenade
[passive]
3
carbonitegrenade
[passive]
4
carbonitegrenade
[passive]
5
carbonitegrenade
[passive]
6
carbonitegrenade
[passive]
7
carbonitegrenade
Energy Sphere Target
8
carbonitegrenade
[passive]
9
carbonitegrenade
[passive]
10
backlashReactive Energy – Reflects damage
  • [hidden] [does not expire]
    carbonitegrenadeEffect #3

  • 1
    • When effect is applied

    Perform the following actions:

    • Play appearance epp.qtr.1x4.raid.asation.boss.kephess.add_passive.passive_vfx
  • 2
    • When effect is applied

    Override target to:

    • AoE Sphere
      - AOE Include Phase Players = (bool) true
      - Max Targets = (int) 1
      - Sort Type = Closest
      - Radius = 150m

    Only when the following conditions are met:

      • <
        • If TARGET is not a friend of CASTER
        AND
        • If TARGET is alive
        >

    Perform the following actions:

    • Add effect #9 to TARGET from CASTER
  • 3
    • When effect ticks the 1st time

    Override target to:

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

    Only when the following conditions are met:

      • <
        • If TARGET does not have any effect with the tag tag.​abl.​operation.​oricon.​fortress.​dread_master_brontes.​tentacles.​energy_sphere.​current_target
        AND
        • Is Discipline
          - Negated = (bool) true
          - Actor = (int) 3
          - Disciplines = Id(dis.mercenary.bodyguard, dis.commando.combat_medic, dis.scoundrel.sawbones, dis.operative.medic, dis.sorcerer.corruption, dis.sage.seer)
        AND
        • Is Discipline
          - Negated = (bool) true
          - Actor = (int) 3
          - Disciplines = Id(dis.specialist.shield_specialist, dis.guardian.defense, dis.shadow.combat, dis.juggernaut.immortal, dis.powertech.shield_tech, dis.assassin.darkness)
        AND
        • If TARGET is alive
        AND
        • If TARGET is an enemy
        >

    Perform the following actions:

    • Add effect #7 to TARGET from CASTER
    • Add effect #8 to TARGET from CASTER
  • 4
    • When effect ticks the 1st time

    Only when the following conditions are met:

      • If previous subeffect did not meet all conditions

    Perform the following actions:

    • Add effect #4 to TARGET from CASTER
  • [0s] [not displayed]
    carbonitegrenadeEffect #4

  • 1
    • When effect is applied

    Override target to:

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

    Only when the following conditions are met:

      • <
        • Is Discipline
          - Negated = (bool) true
          - Actor = (int) 3
          - Disciplines = Id(dis.mercenary.bodyguard, dis.commando.combat_medic, dis.scoundrel.sawbones, dis.operative.medic, dis.sorcerer.corruption, dis.sage.seer)
        AND
        • Is Discipline
          - Negated = (bool) true
          - Actor = (int) 3
          - Disciplines = Id(dis.specialist.shield_specialist, dis.guardian.defense, dis.shadow.combat, dis.juggernaut.immortal, dis.powertech.shield_tech, dis.assassin.darkness)
        AND
        • If TARGET is alive
        AND
        • If TARGET is an enemy
        >

    Perform the following actions:

    • Add effect #7 to TARGET from CASTER
    • Add effect #8 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 #5 to TARGET from CASTER
  • [0s] [not displayed]
    carbonitegrenadeEffect #5

  • 1
    • When effect is applied

    Override target to:

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

    Only when the following conditions are met:

      • <
        • If TARGET does not have any effect with the tag tag.​abl.​operation.​oricon.​fortress.​dread_master_brontes.​tentacles.​energy_sphere.​current_target
        AND
        • Is Discipline
          - Negated = (bool) true
          - Actor = (int) 3
          - Disciplines = Id(dis.specialist.shield_specialist, dis.guardian.defense, dis.shadow.combat, dis.juggernaut.immortal, dis.powertech.shield_tech, dis.assassin.darkness)
        AND
        • If TARGET is alive
        AND
        • If TARGET is an enemy
        >

    Perform the following actions:

    • Add effect #7 to TARGET from CASTER
    • Add effect #8 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 #6 to TARGET from CASTER
  • [0s] [not displayed]
    carbonitegrenadeEffect #6

  • 1
    • When effect is applied

    Override target to:

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

    Only when the following conditions are met:

      • <
        • If TARGET does not have any effect with the tag tag.​abl.​operation.​oricon.​fortress.​dread_master_brontes.​tentacles.​energy_sphere.​current_target
        AND
        • If TARGET is alive
        AND
        • If TARGET is an enemy
        >

    Perform the following actions:

    • Add effect #7 to TARGET from CASTER
    • Add effect #8 to TARGET from CASTER
  • 2
    • When effect is applied

    Override target to:

    • Random Enemy
      - Ignore Current = (bool) false
      - 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 previous subeffect did not meet all conditions
        >

    Perform the following actions:

    • Add effect #7 to TARGET from CASTER
    • Add effect #8 to TARGET from CASTER
  • [hidden] [35s]
    carbonitegrenade [HIDDEN]Energy Sphere Target

  • [hidden] [30s]
    carbonitegrenadeEffect #8

  • 1
    • When effect is applied

    Perform the following actions:

    • Taunt
      - Duration = (time) 30s
  • [0s] [not displayed]
    carbonitegrenadeEffect #9

  • 1
    • When effect is applied

    Perform the following actions:

    • Modify Threat
      - Is Taunt = (bool) false
      - Amount Max = (float) 100
      - Amount Min = (float) 100
      - Amount Percent = (float) 0
      - Standard Health Percent Max = (float) 0
      - Standard Health Percent Min = (float) 0
  • [does not expire]
    backlashReactive Energy
    Reflects damage

  • 1
    • Before NPC with this effect takes damage without tags tag.abl.utility.is_aoe that does not get redirected

    Override target to:

    • Trigger Caster

    Perform the following actions:

    • Reflect Damage
      - Absorb Damage = (bool) true
      - Reflect Melee = (bool) true
      - Reflect Ranged = (bool) true
      - Reflect Force = (bool) true
      - Reflect Tech = (bool) true
      - Cap Damage = (bool) false
      - Amount Percent = (float) 1
      - Threat Percent = (float) 0
      - Standard Health Percent Max = (float) 1.75
    • Play appearance epp.trooper.pulse_round.shock
  • 2
    • Before NPC with this effect takes damage with tags tag.abl.utility.is_aoe without tags tag.abl.debuff.taunt

    Perform the following actions:

    • Absorb Damage
      - Damage Type = (int) 5
      - Spell Type = (int) 1
      - Level Cap = (int) 0
      - Amplifier Spec = (int) 0
      - Amount Max = (float) 0
      - Amount Min = (float) 0
      - Amount Percent = (float) 1
      - Standard Health Percent Max = (float) 0
      - Standard Health Percent Min = (float) 0
      - Max Damage Absorbed = (float) 0
      - Healing Power Coefficient = (float) 0
      - Standard Rating Percent Min = (float) 0
      - Standard Rating Percent Max = (float) 0