1. Abilities
  2. trooper
  3. supercharged_cell

Supercharged Cell

mercom_sg_io_rep

Supercharged Cell

Requires and converts 10 stacks of Supercharge to recharge 10 energy cells, increase periodic damage dealt by 10% for <<1[%d seconds/%d second/%d seconds]>>, and cause the next successful ranged attack on a target affected by your Incendiary Round's burn to apply Supercharged Burn to the target, which deals <<2>> elemental damage over <<3[%d seconds/%d second/%d seconds]>>.

Attributes

Conditions

Metadata

Users

Used by
  • apc.tutorial.trooper.commando.assault_specialist.8
  • apc.trooper.commando.assault_specialist

Related effects, buffs and debuffs

Please click on an effect below to view its details.

Ability activation
1
mercom_sg_io_rep
Supercharged Cell
2
mercom_sg_io_repSupercharged Cell – Increases periodic damage done and enables Supercharged Cell effects.
3
mercom_sg_io_rep
Supercharged Cell
4
thermaldetonationSupercharged Burn – Periodic elemental damage.
  • [hidden] [8s]
    mercom_sg_io_repEffect #3

  • 1
    • When character deals damage (weapon mode Ranged) that does not get redirected, not more than every 1.5s

    Override target to:

    • Trigger Target

    Only when the following conditions are met:

      • If TARGET has an effect with the tag tag.​abl.​trooper.​incinerate_dot applied by CASTER

    Perform the following actions:

    • Add effect #4 to TARGET from CASTER
    • Remove this effect
  • [4s]
    thermaldetonationSupercharged Burn
    Periodic elemental damage.

  • 1
    • When effect is applied

    Perform the following actions:

    • Play appearance epp.trooper.plasma_cell.plasma_burn, dependent on calling effect
  • 2
    • When effect is applied
    • When effect is refreshed
    • 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
      - Standard Health Percent Min = (float) 0
      - Amount Modifier Percent = (float) 0
      - Coefficient = (float) 0.5
      - Health Steal Percentage = (float) 0
      - Standard Rating Percent Min = (float) 0
      - Standard Rating Percent Max = (float) 0