1. Abilities
  2. quest
  3. location
  4. open_worlds
  5. class
  6. act_2
  7. trooper
  8. hellfire_round

Hellfire Round

firebomb

Hellfire Round

The prototype Hellfire ammunition developed by Imperial intelligence concentrates the energy for a standard volley into a single shot, exciting refined Alderinium to critical instability. The resulting impact is devastating.

Attributes

Conditions

Metadata

Users

Triggered by using an item (1)

Related effects, buffs and debuffs

Please click on an effect below to view its details.

Ability activation
1
firebomb
Hellfire Round
2
firebombIncinerated – Burned alive...
3
firebomb
Collateral Damage
  • [0s]
    firebombHellfire Round

  • 1
    • When effect is applied

    Perform the following actions:

    • 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) 2
      - Travel Time = (time) 0s
    • Play appearance epp.quest.location.open_worlds.act_2.trooper.hellfire_round_cast
  • 2
    • When projectile completed travel and hit target

    Perform the following actions:

    • Add effect #2 to TARGET from CASTER
  • [5s]
    firebombIncinerated
    Burned alive...

  • 1
    • When effect is applied

    Perform the following actions:

    • Play appearance epp.quest.location.open_worlds.act_2.trooper.hellfire_round_impact
    • Add effect #3 to TARGET from CASTER
    • Spell Damage
      - Disable Crit Roll = (bool) false
      - Damage Type = (int) 3
      - 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) 5.4
      - Standard Health Percent Min = (float) 4.2
      - Amount Modifier Percent = (float) 0
      - Coefficient = (float) 3
      - Health Steal Percentage = (float) 0
      - Standard Rating Percent Min = (float) 0
      - Standard Rating Percent Max = (float) 0
  • 2
    • When effect ticks the 1st time
    • When effect ticks the 2nd time

    Perform the following actions:

    • Spell Damage
      - Disable Crit Roll = (bool) false
      - Damage Type = (int) 3
      - 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) 1.2
      - Standard Health Percent Min = (float) 0.6
      - Amount Modifier Percent = (float) 0
      - Coefficient = (float) 1.2
      - Health Steal Percentage = (float) 0
      - Standard Rating Percent Min = (float) 0
      - Standard Rating Percent Max = (float) 0
  • 3
    • When effect is applied

    Perform the following actions:

    • Play appearance epp.bounty_hunter.incendiary_missile.incendiary_missile_burn
  • [4s]
    firebombCollateral Damage

  • 1
    • When effect is applied

    Perform the following actions:

    • Spell Damage
      - Disable Crit Roll = (bool) false
      - Damage Type = (int) 3
      - 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) 1.2
      - Standard Health Percent Min = (float) 0.6
      - Amount Modifier Percent = (float) 0
      - Coefficient = (float) 1.2
      - Health Steal Percentage = (float) 0
      - Standard Rating Percent Min = (float) 0
      - Standard Rating Percent Max = (float) 0
  • 2
    • When effect ticks

    Perform the following actions:

    • Spell Damage
      - Disable Crit Roll = (bool) false
      - Damage Type = (int) 3
      - 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) 1.2
      - Standard Health Percent Min = (float) 0.6
      - Amount Modifier Percent = (float) 0
      - Coefficient = (float) 2
      - Health Steal Percentage = (float) 0
      - Standard Rating Percent Min = (float) 0
      - Standard Rating Percent Max = (float) 0
  • 3
    • When effect ticks the 1st time

    Perform the following actions:

    • Play appearance epp.bounty_hunter.incendiary_missile.incendiary_missile_burn