1. Abilities
  2. smuggler
  3. headshot

[headshot]

headshot

[headshot]

Fires a carefully placed shot that deals <<1>> weapon damage to weak and standard targets, and <<2>> weapon damage to strong targets. Only usable on incapacitated targets. Shares a cooldown with Cheap Shot. Fires both blasters if dual wielding.

Attributes

Conditions

Metadata

Used by

Related effects, buffs and debuffs

  • [hidden] [0s]
    headshotEffect #1

    • On Apply

    Only when the following conditions are met:

      • If TARGET is dual wielding, with weapon mode 3

    Perform the following actions:

    • Play appearance epp . smuggler . headshot_dual
    • 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
    • On Apply

    Only when the following conditions are met:

      • If TARGET is not dual wielding, with weapon mode 3

    Perform the following actions:

    • Play appearance epp . smuggler . headshot
    • 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
    • When projectile completed travel and hit target

    Only when the following conditions are met:

      • <
        • If toughness of PRIMARY TARGET is <= Standard
        AND
        • If TARGET is dual wielding, with weapon mode 3
        >

    Perform the following actions:

    • Weapon Damage
      - Is Special Ability = (bool) true
      - Ignore Dual Wield Modifier = (bool) true
      - Flurry Blows Min = (int) 1
      - Flurry Blows Max = (int) 1
      - Threat Percent = (float) 0
      - Standard Health Percent Max = (float) 0.288
      - Standard Health Percent Min = (float) 0.288
      - Amount Modifier Fixed Max = (float) 0
      - Amount Modifier Fixed Min = (float) 0
      - Amount Modifier Percent = (float) 0.92
      - Coefficient = (float) 2.88
      - Health Steal Percentage = (float) 0
      - Slots = Int(2)
    • Weapon Damage
      - Is Special Ability = (bool) true
      - Ignore Dual Wield Modifier = (bool) false
      - Flurry Blows Min = (int) 1
      - Flurry Blows Max = (int) 1
      - 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) 0.92
      - Coefficient = (float) 0
      - Health Steal Percentage = (float) 0
      - Slots = Int(4)
    • When projectile completed travel and hit target

    Only when the following conditions are met:

      • <
        • If toughness of PRIMARY TARGET is <= Standard
        AND
        • If TARGET is not dual wielding, with weapon mode 3
        >

    Perform the following actions:

    • Weapon Damage
      - Is Special Ability = (bool) true
      - Ignore Dual Wield Modifier = (bool) true
      - Flurry Blows Min = (int) 1
      - Flurry Blows Max = (int) 1
      - Threat Percent = (float) 0
      - Standard Health Percent Max = (float) 0.288
      - Standard Health Percent Min = (float) 0.288
      - Amount Modifier Fixed Max = (float) 0
      - Amount Modifier Fixed Min = (float) 0
      - Amount Modifier Percent = (float) 0.92
      - Coefficient = (float) 2.88
      - Health Steal Percentage = (float) 0
      - Slots = Int(2)
    • When projectile completed travel and hit target

    Only when the following conditions are met:

      • <
        • If toughness of PRIMARY TARGET is = Strong
        AND
        • If TARGET is dual wielding, with weapon mode 3
        >

    Perform the following actions:

    • Weapon Damage
      - Is Special Ability = (bool) true
      - Ignore Dual Wield Modifier = (bool) true
      - Flurry Blows Min = (int) 1
      - Flurry Blows Max = (int) 1
      - Threat Percent = (float) 0
      - Standard Health Percent Max = (float) 0.197
      - Standard Health Percent Min = (float) 0.197
      - Amount Modifier Fixed Max = (float) 0
      - Amount Modifier Fixed Min = (float) 0
      - Amount Modifier Percent = (float) 0.31
      - Coefficient = (float) 1.97
      - Health Steal Percentage = (float) 0
      - Slots = Int(2)
    • Weapon Damage
      - Is Special Ability = (bool) true
      - Ignore Dual Wield Modifier = (bool) false
      - Flurry Blows Min = (int) 1
      - Flurry Blows Max = (int) 1
      - 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) 0.31
      - Coefficient = (float) 0
      - Health Steal Percentage = (float) 0
      - Slots = Int(4)
    • When projectile completed travel and hit target

    Only when the following conditions are met:

      • <
        • If toughness of PRIMARY TARGET is = Strong
        AND
        • If TARGET is not dual wielding, with weapon mode 3
        >

    Perform the following actions:

    • Weapon Damage
      - Is Special Ability = (bool) true
      - Ignore Dual Wield Modifier = (bool) true
      - Flurry Blows Min = (int) 1
      - Flurry Blows Max = (int) 1
      - Threat Percent = (float) 0
      - Standard Health Percent Max = (float) 0.197
      - Standard Health Percent Min = (float) 0.197
      - Amount Modifier Fixed Max = (float) 0
      - Amount Modifier Fixed Min = (float) 0
      - Amount Modifier Percent = (float) 0.31
      - Coefficient = (float) 1.97
      - Health Steal Percentage = (float) 0
      - Slots = Int(2)