1. Abilities
  2. npc
  3. ability
  4. pistol
  5. flourish_shot

Flourish Shot

perforatingshot

Flourish Shot

Fires a high-impact shot that deals <<1>> weapon damage and reduces the target's armor by 20% for <<2[%d/%d/%d]>> seconds. Additionally inflicts trauma for <<3>> seconds, reducing all healing the target receives by 20%. Fires both blasters if dual wielding.

Attributes

Conditions

Metadata

Users

Used by

Related effects, buffs and debuffs

Please click on an effect below to view its details.

Ability activation
1
perforatingshot
Flourish Shot
2
armorreducedArmor Reduced – Armor reduced.
3
traumaTrauma – Healing received reduced by 20%.
  • [hidden] [0s]
    perforatingshotEffect #1

  • 1
    • When effect is applied

    Only when the following conditions are met:

      • If CASTER is not dual wielding, with weapon mode Ranged

    Perform the following actions:

    • Play appearance epp.smuggler.flourish_shot.single_cast_instant
    • 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) 4
      - Travel Time = (time) 0s
  • 2
    • When effect is applied

    Only when the following conditions are met:

      • If CASTER is dual wielding, with weapon mode Ranged

    Perform the following actions:

    • Play appearance epp.smuggler.flourish_shot.dual_cast_instant
    • 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) 4
      - Travel Time = (time) 0s
  • 3
    • When projectile completed travel and hit target

    Only when the following conditions are met:

      • If CASTER is not dual wielding, with weapon mode Ranged

    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) 0.056
      - Standard Health Percent Min = (float) 0.056
      - Amount Modifier Fixed Max = (float) 0
      - Amount Modifier Fixed Min = (float) 0
      - Amount Modifier Percent = (float) -0.62
      - Coefficient = (float) 0.56
      - Health Steal Percentage = (float) 0
      - Slots = Primary Ranged
    • Add effect #2 to TARGET from CASTER, Combat Math Only
    • Add effect #3 to TARGET from CASTER, Combat Math Only
  • 4
    • When projectile completed travel and hit target

    Only when the following conditions are met:

      • If CASTER is dual wielding, with weapon mode Ranged

    Perform the following actions:

    • Weapon Damage
      - Is Special Ability = (bool) true
      - Ignore Dual Wield Modifier = (bool) true
      - 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) 0.056
      - Standard Health Percent Min = (float) 0.056
      - Amount Modifier Fixed Max = (float) 0
      - Amount Modifier Fixed Min = (float) 0
      - Amount Modifier Percent = (float) -0.62
      - Coefficient = (float) 0.56
      - Health Steal Percentage = (float) 0
      - Slots = Primary Ranged
    • Add effect #2 to TARGET from CASTER, Combat Math Only
    • Add effect #3 to TARGET from CASTER, Combat Math Only
    • 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
      - Standard Health Percent Min = (float) 0
      - Amount Modifier Fixed Max = (float) 0
      - Amount Modifier Fixed Min = (float) 0
      - Amount Modifier Percent = (float) -0.62
      - Coefficient = (float) 0
      - Health Steal Percentage = (float) 0
      - Slots = Secondary Ranged
  • [45s]
    armorreducedArmor Reduced
    Armor reduced.

  • 1
    • When effect is applied

    Perform the following actions:

  • [9s]
    traumaTrauma
    Healing received reduced by 20%.

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

    Perform the following actions:

    • Play appearance epp.sith_warrior.deep_wound.debuff, dependent on calling effect
  • 2
    • When effect is applied

    Perform the following actions: