1. Abilities
  2. npc
  3. ability
  4. custom
  5. boss
  6. flashpoint
  7. crimson_vengeance
  8. boss
  9. eradicator
  10. beam_color2

Blue Beam

ionclip

Blue Beam

Fires a blue beam with a variable damage depending on the number of blue beam buffs on the caster.

Attributes

Conditions

Metadata

Users

Used by
  • class.npc.droid.boss.flashpoint.crimson_vengeance.eradicator

Related effects, buffs and debuffs

Please click on an effect below to view its details.

Ability activation
1
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Blue Beam
2
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Blue Beam
3
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Blue Beam
4
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Blue Beam
5
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Blue Beam
  • [hidden] [does not expire]
    ionclipEffect #1

  • 1
    • When effect ticks the 1st time

    Perform the following actions:

    • Play appearance epp.smuggler.wounding_shot.reticle, dependent on calling effect
  • 2
    • When effect ticks the 3rd time

    Perform the following actions:

    • Play appearance epp.smuggler.wounding_shot.reticle, dependent on calling effect
  • 3
    • When effect ticks the 6th time

    Perform the following actions:

    • Play appearance epp.npc.ability.custom.boss.flashpoint.crimson_vengeance.eradicator.beam_2
    • Add effect #2 to TARGET from CASTER
  • [hidden] [0s]
    ionclipEffect #2

  • 1
    • When effect is applied

    Perform the following actions:

    • 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) 2
      - Travel Speed = (float) 1
      - Travel Time = (time) 0s
  • 2
    • When projectile completed travel and hit target

    Perform the following actions:

    • Add effect #3 to TARGET from CASTER
  • [0s] [not displayed]
    ionclipEffect #3

  • 1
    • When effect is applied

    Only when the following conditions are met:

    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) 5
      - Standard Health Percent Min = (float) 5
      - 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 #4 to TARGET from CASTER
  • 2
    • When effect is applied

    Only when the following conditions are met:

    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) 2
      - Standard Health Percent Min = (float) 2
      - 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 #4 to TARGET from CASTER
  • 3
    • When effect is applied

    Only when the following conditions are met:

    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) 0.75
      - Standard Health Percent Min = (float) 0.75
      - 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 #4 to TARGET from CASTER
  • 4
    • When effect is applied

    Only when the following conditions are met:

    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) 0.25
      - Standard Health Percent Min = (float) 0.25
      - 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 #4 to TARGET from CASTER
  • 5
    • When effect is applied

    Only when the following conditions are met:

    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) 0.25
      - Standard Health Percent Min = (float) 0.25
      - 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 #4 to TARGET from CASTER
  • 6
    • When effect is applied

    Only when the following conditions are met:

    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) 0.25
      - Standard Health Percent Min = (float) 0.25
      - 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 #4 to TARGET from CASTER
  • [hidden] [2s]
    ionclipEffect #4

  • 1
    • When effect is applied

    Perform the following actions:

    • Mark as neutralized
  • [hidden] [10s]
    ionclipEffect #5