1. Abilities
  2. operation
  3. yavin_4
  4. enemy
  5. boss
  6. the_returned
  7. hk_47
  8. snipe

Snipe

snipe

Snipe

Attributes

Conditions

Metadata

Users

Used by
  • class.npc.operation.yavin_4.enemy.boss.the_returned.hk_47

Related effects, buffs and debuffs

Please click on an effect below to view its details.

Ability activation
1
snipe
Snipe
2
knockdownKnockdown – Knocked down and unable to act.
3
snipe
Snipe
4
stealthAdvanced Stealth – Target cannot be detected.
5
snipe
Snipe
  • [hidden] [0s]
    snipeEffect #1

  • 1
    • When effect is applied

    Perform the following actions:

    • Play appearance epp.operation.yavin_4.boss.the_returned.hk_47.hk_47_sniper_snipe_fire
    • Invoke Projectile
      - Determine Hit = (bool) false
      - Timed Projectile = (bool) false
      - Hit Checked = (bool) false
      - Is Special Ability = (bool) true
      - Ignore Dual Wield Modifier = (bool) false
      - Slot = (int) 2
      - Spell Type = (int) 1
      - Travel Speed = (float) 10
      - Travel Time = (time) 0s
  • 2
    • When effect is applied

    Override target to:

    • Caster

    Perform the following actions:

    • Add effect #3 to TARGET from CASTER
  • 3
    • When projectile completed travel and hit target

    Perform the following actions:

    • Weapon Damage
      - Is Special Ability = (bool) true
      - Ignore Dual Wield Modifier = (bool) false
      - Disable Crit Roll = (bool) false
      - Flurry Blows Min = (int) 1
      - Flurry Blows Max = (int) 1
      - Level Cap = (int) 0
      - Threat Percent = (float) 0
      - Standard Health Percent Max = (float) 0.18
      - Standard Health Percent Min = (float) 0.18
      - Amount Modifier Fixed Max = (float) 0
      - Amount Modifier Fixed Min = (float) 0
      - Amount Modifier Percent = (float) -1
      - Coefficient = (float) 0
      - Health Steal Percentage = (float) 0
      - Slots = Primary Ranged
    • Add effect #2 to TARGET from CASTER
  • [1s]
    knockdownKnockdown
    Knocked down and unable to act.

  • 1
    • When effect is applied

    Perform the following actions:

    • Ballistic Impulse, centered at caster, immediately knockdown, momentum = 1, 35° pitch, 0° yaw
  • [hidden] [2.8s]
    snipeEffect #3

  • 1
    • When effect ticks the 4th time

    Perform the following actions:

    • Play appearance epp.agent.stealth.cast_instant, dependent on calling effect
  • 2
    • When effect ticks the 5th time

    Perform the following actions:

    • Add effect #4 to TARGET from CASTER
  • 3
    • When effect expires

    Perform the following actions:

    • Add effect #5 to TARGET from CASTER
  • [does not expire]
    stealthAdvanced Stealth
    Target cannot be detected.

  • 1
    • When effect is applied

    Perform the following actions:

    • Put TARGET into stealth
    • Play appearance epp.agent.stealth.loop, dependent on calling effect
  • 2
    • Just before this effect is removed

    Perform the following actions:

    • Play appearance epp.agent.stealth.exit, dependent on calling effect
  • [hidden] [1s]
    snipeEffect #5

  • 1
    • When effect is applied

    Perform the following actions:

    • Execute hydra hook Reposition