1. Abilities
  2. jedi_consular
  3. force_armor

Force Armor

forcearmor

Force Armor

Surrounds the target in a Force shield that absorbs <<3>> damage and lasts up to <<1[%d/%d/%d]>> seconds. The target becomes Force-imbalanced and cannot benefit from Force Armor again for <<2[%d/%d/%d]>> seconds.

Attributes

Conditions

Metadata

Users

Used by
  • apc.jedi_consular.sage.base
  • apc.jedi_consular.sage.balance
  • apc.jedi_consular.sage.seer
  • apc.tutorial.consular.sage.seer.7
  • apc.tutorial.consular.sage.telekinetics.7
  • apc.jedi_consular.sage.telekinetics
  • apc.tutorial.consular.sage.balance.7

Related effects, buffs and debuffs

Please click on an effect below to view its details.

Ability activation
1
forcearmor
Force Armor
2
forcearmorForce Armor – Absorbs damage.
3
forcearmo_desatForce-imbalanced – Cannot be targeted by Force Armor.
4
forcearmor
Force Armor
5
blindedBlinded (Force) – Unable to act. Breaks from direct damage.
6
10
abl_jc_sa_resonating_restitutionSoothing Protection – Heals when Force Armor concludes.
7
forcearmor
Force Armor
8
forcearmor
Force Armor
  • [0s] [not displayed]
    forcearmorEffect #1

  • 1
    • When effect is applied

    Perform the following actions:

    • Play appearance epp.jedi_consular.force_armor.cast
    • Add effect #3 to TARGET from CASTER
    • Add effect #6 to TARGET from CASTER
    • Add effect #2 to TARGET from CASTER
  • [30s]
    forcearmorForce Armor
    Absorbs damage.

  • 1
    • Before NPC with this effect takes damage that does not get redirected

    Perform the following actions:

    • Absorb Damage
      - Damage Type = (int) 5
      - Spell Type = (int) 3
      - 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) 0.134
      - Standard Health Percent Min = (float) 0.134
      - Max Damage Absorbed = (float) 0
      - Healing Power Coefficient = (float) 2.68
      - Standard Rating Percent Min = (float) 0
      - Standard Rating Percent Max = (float) 0
  • 2
    • When effect is applied

    Perform the following actions:

    • Play appearance epp.jedi_consular.force_armor.tick, dependent on calling effect
  • 3
    • Just before this effect is removed

    Only when the following conditions are met:

    Perform the following actions:

    • Add effect #8 to TARGET from CASTER
  • 4
    • When effect ticks

    Only when the following conditions are met:

    Perform the following actions:

    • Heal the TARGET for (1% of its HP), causing no threat
  • 5
    • Just before this effect is removed

    Perform the following actions:

    • Add effect #7 to TARGET from CASTER
  • [0s] [not displayed]
    forcearmorEffect #4

  • 1
    • When effect is applied

    Perform the following actions:

    • Play appearance epp.jedi_consular.skill.kinetic_collapse
  • 2
    • When effect is applied

    Override target to:

    • AoE Sphere
      - AOE Include Phase Players = (bool) false
      - Max Targets = (int) 8
      - Sort Type = Closest
      - Radius = 5m

    Only when the following conditions are met:

      • <
        • If TARGET is an enemy
        AND
        • If TARGET is alive
        >

    Perform the following actions:

    • Add effect #5 to TARGET from CASTER
  • [3s]
    blindedBlinded (Force)
    Unable to act. Breaks from direct damage.

  • 1
    • When effect is applied
    • When effect is refreshed

    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
  • 2
    • When effect is applied

    Perform the following actions:

    • Play appearance epp.jedi_consular.skill.kinetic_collapse_target, dependent on calling effect
    • Stun the TARGET
    • Mark as neutralized
  • 3
    • When character takes damage that does not get redirected without tags tag.abl.debuff.damage_over_time

    Perform the following actions:

    • Remove this effect
  • [30s]
    abl_jc_sa_resonating_restitutionSoothing Protection
    Heals when Force Armor concludes.

  • 1
    • When effect is applied

    Perform the following actions:

    • Play appearance epp.jedi_consular.resonating_restitution.loop, dependent on calling effect
  • 2
    • When character receives Force healing

    Perform the following actions:

    • Modify Charges
      - Ability Spec = 0
      - Amount Max = (float) -1
      - Amount Min = (float) -1
      - Amount Percent = (float) 0
      - Tags: tag.abl.jedi_consular.resonating_restitution
  • 3
    • When character receives an effect with tags tag.abl.jedi_consular.force_armor_universal_dispel

    Perform the following actions:

    • Play appearance epp.jedi_consular.resonating_restitution.target_heal, dependent on calling effect
    • Heal the TARGET with Force for 0.15*BonusHeal + 0.0075*StandardHealth, causing no threat
    • Remove this effect
  • [0s] [not displayed]
    forcearmorEffect #7

  • 1
    • When effect is applied

    Perform the following actions:

    • Custom server-defined function
  • [hidden] [0.5s]
    forcearmorEffect #8

  • 1
    • Just before this effect is removed

    Perform the following actions:

    • Add effect #4 to TARGET from CASTER