1. Abilities
  2. companion
  3. unique
  4. jedi_consular
  5. zenith
  6. colleratal_damage

Collateral Damage

explosiveprobe

Collateral Damage

Zenith throws sticky bombs at all enemies near your target. Each bomb detonates after several seconds, doing <<1>> damage to the target immediately and <<2>> damage over the next 3 seconds.

Attributes

Conditions

Metadata

Users

Related effects, buffs and debuffs

Please click on an effect below to view its details.

Ability activation
1
explosiveprobe
Collateral Damage
2
explosiveprobe
Collateral Damage
3
explosiveprobeCollateral Damage – Rigged to blow...
4
bloomingShotBleeding (Physical) – Periodic internal damage.
  • [0s] [not displayed]
    explosiveprobeEffect #1

  • 1
    • When effect is applied

    Perform the following actions:

    • Play appearance epp.companion.unique.jedi_consular.zenith.collateral_damage.cast_instant, dependent on calling effect
    • Add effect #2 to TARGET from CASTER
  • [0s]
    explosiveprobeCollateral Damage

  • 1
    • When effect is applied

    Perform the following actions:

    • Play appearance epp.companion.unique.jedi_consular.zenith.collateral_damage.grenades, dependent on calling effect
    • 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) 3
      - Travel Time = (time) 0s
  • 2
    • When projectile completed travel and hit target

    Perform the following actions:

    • Add effect #3 to TARGET from CASTER
  • [3.4s]
    explosiveprobeCollateral Damage
    Rigged to blow...

  • 1
    • When effect expires

    Only when the following conditions are met:

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

    Perform the following actions:

    • Spell Damage
      - Disable Crit Roll = (bool) false
      - Damage Type = (int) 1
      - 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) 0.08
      - Standard Health Percent Min = (float) 0.07
      - Amount Modifier Percent = (float) 0
      - Coefficient = (float) 0.73
      - Health Steal Percentage = (float) 0
      - Standard Rating Percent Min = (float) 0
      - Standard Rating Percent Max = (float) 0
    • Play appearance epp.trooper.sticky_grenade.explosion, dependent on calling effect
    • Add effect #4 to TARGET from CASTER
  • [3s]
    bloomingShotBleeding (Physical)
    Periodic internal damage.

  • 1
    • When effect ticks

    Perform the following actions:

    • Play appearance epp.sith_warrior.rupture.tick
    • Spell Damage
      - Disable Crit Roll = (bool) false
      - Damage Type = (int) 4
      - 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) 0.016
      - Standard Health Percent Min = (float) 0.016
      - Amount Modifier Percent = (float) 0
      - Coefficient = (float) 0.163
      - Health Steal Percentage = (float) 0
      - Standard Rating Percent Min = (float) 0
      - Standard Rating Percent Max = (float) 0