1. Abilities
  2. test
  3. qa
  4. cjones
  5. snipe

Snipe

snipe

Snipe

Shoots a target for <<1[%d/%d/%d]>> weapon damage. Can only be used from cover.

Attributes

Conditions

Metadata

Users

Related effects, buffs and debuffs

Please click on an effect below to view its details.

Ability activation
1
snipe
Snipe
2
followthroughFollow Through – Takedown can be used on this target.
  • [hidden] [0s]
    snipeEffect #1

  • 1
    • When effect is applied

    Perform the following actions:

    • Play appearance epp.agent.snipe.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 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) 0.22
      - Standard Health Percent Min = (float) 0.2
      - Amount Modifier Fixed Max = (float) 0
      - Amount Modifier Fixed Min = (float) 0
      - Amount Modifier Percent = (float) 0.6
      - Coefficient = (float) 2.39
      - Health Steal Percentage = (float) 0
      - Slots = Primary Ranged
  • 3
    • When effect is applied

    Only when the following conditions are met:

      • <
        • If CASTER has the ability 16140994578543191455 – not found, with a rank = 1
        AND
        • If Result
          - Negated = (bool) false
          - Results Option: Combat Math Only = (bool) false
          - Results Option: Match All = (bool) false
          - Results = Int(63, 32, 1)
        >

    Perform the following actions:

    • Add effect #2 to TARGET from CASTER
  • 4
    • When effect is applied

    Perform the following actions:

    • Modify Threat
      - Is Taunt = (bool) false
      - Amount Max = (float) 1
      - Amount Min = (float) 1
      - Amount Percent = (float) 0
      - Standard Health Percent Max = (float) 0
      - Standard Health Percent Min = (float) 0
  • [12s]
    followthroughFollow Through
    Takedown can be used on this target.