1. Abilities
  2. npc
  3. ability
  4. custom
  5. boss
  6. flashpoint
  7. ilum
  8. velasu_graege
  9. concussion_missile

Concussion Missile

concussionmissiles

Concussion Missile

Fires a missile at the target that explodes knocking it out <<1[%d seconds/%d second/%d seconds]>>. Any damage will break this effect. Player targets are knocked out for up to <<2[%d seconds/%d second/%d seconds]>>.

Attributes

Conditions

Metadata

Users

Used by
  • class.npc.humanoid.boss.ilum.velasu_graege.normal.velasu_graege

Related effects, buffs and debuffs

Ability activation
1
concussionmissiles
Concussion Missile
  • [hidden] [0s]
    concussionmissilesEffect #1

  • 1
    • When effect is applied

    Only when the following conditions are met:

      • If CASTER is positioned 20m to 30m to center of TARGET

    Perform the following actions:

    • Play appearance epp.trooper.explosive_round.cast_long_range
    • Invoke Projectile
      - Determine Hit = (bool) false
      - Timed Projectile = (bool) false
      - Hit Checked = (bool) false
      - Is Special Ability = (bool) false
      - Ignore Dual Wield Modifier = (bool) false
      - Slot = (int) 5
      - Spell Type = (int) 1
      - Travel Speed = (float) 4
      - Travel Time = (time) 0s
  • 2
    • When effect is applied

    Only when the following conditions are met:

      • If CASTER is positioned 10m to 20m to center of TARGET

    Perform the following actions:

    • Play appearance epp.trooper.explosive_round.cast_mid_range
    • Invoke Projectile
      - Determine Hit = (bool) false
      - Timed Projectile = (bool) false
      - Hit Checked = (bool) false
      - Is Special Ability = (bool) false
      - Ignore Dual Wield Modifier = (bool) false
      - Slot = (int) 2
      - Spell Type = (int) 1
      - Travel Speed = (float) 2
      - Travel Time = (time) 0s
  • 3
    • When projectile completed travel and hit target

    Only when the following conditions are met:

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

    Perform the following actions:

    • Weapon Damage
      - Is Special Ability = (bool) false
      - Ignore Dual Wield Modifier = (bool) false
      - Disable Crit Roll = (bool) false
      - Flurry Blows Min = (int) 0
      - Flurry Blows Max = (int) 0
      - Level Cap = (int) 0
      - Threat Percent = (float) 0
      - Standard Health Percent Max = (float) 0.3
      - Standard Health Percent Min = (float) 0.3
      - Amount Modifier Fixed Max = (float) 0
      - Amount Modifier Fixed Min = (float) 0
      - Amount Modifier Percent = (float) -1
      - Coefficient = (float) 1
      - Health Steal Percentage = (float) 0
      - Slots = Primary Ranged