1. Abilities
  2. operation
  3. rishi
  4. boss
  5. engineer
  6. engineer
  7. clamps

Magnetic Clamp

Magnetic Clamp

Attributes

Conditions

Metadata

Users

Used by
  • class.npc.operation.rishi.enemy.boss.engineer.engineer

Related effects, buffs and debuffs

Please click on an effect below to view its details.

Ability activation
1
Magnetic Clamp
2
immobilizedStunned (Any) – Unable to act.
3
Magnetic Clamp
  • [0s]
    Magnetic Clamp

  • 1
    • When effect is applied

    Perform the following actions:

    • Play appearance epp.npc.ability.custom.boss.flashpoint.cademimu.general_ortol.magnetic_clamp_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) 5
      - Spell Type = (int) 1
      - Travel Speed = (float) 3.3
      - Travel Time = (time) 0s
  • 2
    • When projectile completed travel and hit target

    Perform the following actions:

    • Add effect #2 to TARGET from CASTER
  • [20s]
    immobilizedStunned (Any)
    Unable to act.

  • 1
    • When effect is applied

    Perform the following actions:

    • Play appearance epp.npc.ability.custom.boss.flashpoint.cademimu.general_ortol.ankle_cuffs
    • Stun the TARGET
  • 2
    • Just before this effect is removed

    Perform the following actions:

    • Play appearance epp.npc.ability.custom.boss.flashpoint.cademimu.general_ortol.ankle_cuffs_release
  • 3
    • When effect ticks

    Only when the following conditions are met:

      • If difficulty is set to Veteran or Master Mode

    Perform the following actions:

    • Spell Damage
      - Disable Crit Roll = (bool) false
      - Damage Type = (int) 1
      - Slot = (int) 1
      - Spell Type = (int) 3
      - 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) 0.2
      - Standard Health Percent Min = (float) 0.2
      - Amount Modifier Percent = (float) 0
      - Coefficient = (float) 0
      - Health Steal Percentage = (float) 0
      - Standard Rating Percent Min = (float) 0
      - Standard Rating Percent Max = (float) 0
  • [0s] [not displayed]
    Effect #3

  • 1
    • When effect is applied

    Only when the following conditions are met:

      • If difficulty is any of 8-man VM, 16-man SM, 16-man VM

    Perform the following actions:

    • Add effect #1 to TARGET from CASTER