1. Abilities
  2. trooper
  3. concussive_round

Concussive Round

concussionmissiles

Concussive Round

Fires a round at the target that knocks it out for up to <<1[%d seconds/%d second/%d seconds]>>. Non-player, non-standard and non-weak targets regenerate health rapidly while knocked out. Damage causes this effect to end prematurely.

Attributes

Conditions

Metadata

Users

Used by
  • apc.trooper.commando.base

Related effects, buffs and debuffs

Please click on an effect below to view its details.

Ability activation
1
concussionmissiles
Concussive Round
2
blindedAsleep (Mental) – Unable to act. Breaks on damage.
3
blindedAsleep [Mental] – Unable to act. Breaks on damage.
  • [hidden] [0s]
    concussionmissilesEffect #1

  • 1
    • When effect is applied

    Perform the following actions:

    • Play appearance epp.trooper.concussive_round.concussive_round_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) 5
      - Spell Type = (int) 1
      - Travel Speed = (float) 4
      - Travel Time = (time) 0s
  • 2
    • When projectile completed travel and hit target

    Only when the following conditions are met:

      • <
        • If the Tech spell hit
        AND
        • If TARGET is not a player
        >

    Perform the following actions:

    • Add effect #2 to TARGET from CASTER
  • 3
    • When projectile completed travel and hit target

    Only when the following conditions are met:

      • <
        • If the Tech spell hit
        AND
        • If TARGET is a player
        >

    Perform the following actions:

    • Add effect #3 to TARGET from CASTER, Combat Math Only
  • [60s]
    blindedAsleep (Mental)
    Unable to act. Breaks on damage.

  • 1
    • When effect is applied

    Perform the following actions:

    • Mark as neutralized
    • Stun the TARGET
    • Play appearance epp.trooper.concussive_round.concussive_round_sleep, dependent on calling effect
  • 2
    • When character takes damage that does not get redirected, delayed by 1s

    Perform the following actions:

    • Remove this effect
  • 3
    • 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
  • 4
    • Just before this effect is removed

    Perform the following actions:

    • Play appearance epp.bounty_hunter.concussion_missiles.concussion_missiles_sleep_end, dependent on calling effect
  • 5
    • When effect ticks

    Only when the following conditions are met:

      • If toughness of TARGET is ≥ Strong

    Perform the following actions:

    • Heal the TARGET for (2.5% of its HP), causing -1 threat
  • [8s]
    blindedAsleep [Mental]
    Unable to act. Breaks on damage.

  • 1
    • When effect is applied

    Perform the following actions:

    • Mark as neutralized
    • Stun the TARGET
    • Play appearance epp.trooper.concussive_round.concussive_round_sleep, dependent on calling effect
  • 2
    • When character takes damage that does not get redirected, delayed by 1s

    Perform the following actions:

    • Remove this effect
  • 3
    • 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
  • 4
    • Just before this effect is removed

    Perform the following actions:

    • Play appearance epp.bounty_hunter.concussion_missiles.concussion_missiles_sleep_end, dependent on calling effect