1. Abilities
  2. flashpoint
  3. corellia
  4. empire
  5. enemy
  6. boss
  7. boss_1
  8. missile_salvo

Missile Barrage

Missile Barrage

Attributes

Conditions

Metadata

Used by

Used by

Related effects, buffs and debuffs

Please click on an effect below to view its details.

Ability activation
1
Missile Barrage
2
Missile Barrage
3
Missile Barrage
4
Missile Barrage
  • [0s] [not displayed]
    Effect #1

    • On Apply
    • [target override]

    Perform the following actions:

    • Add effect #2 to TARGET from TARGET
  • [hidden] [2s]
    Effect #2

    • When effect ticks the 1th time

    Perform the following actions:

    • Play appearance epp . flashpoint . corellia . empire . enemy . boss . boss_1 . missile_barrage, dependent on calling effect
    • When effect ticks the 2th time

    Perform the following actions:

    • Play appearance epp . flashpoint . corellia . empire . enemy . boss . boss_1 . missile_barrage, dependent on calling effect
    • When effect ticks the 3th time

    Perform the following actions:

    • Play appearance epp . flashpoint . corellia . empire . enemy . boss . boss_1 . missile_barrage, dependent on calling effect
    • When effect ticks the 4th time

    Perform the following actions:

    • Play appearance epp . flashpoint . corellia . empire . enemy . boss . boss_1 . missile_barrage, dependent on calling effect
    • When effect expires

    Perform the following actions:

    • Add effect #3 to TARGET from TARGET
    • On Apply

    Perform the following actions:

    • Play appearance epp . flashpoint . corellia . empire . enemy . boss . boss_1 . missile_barrage_aoe, dependent on calling effect
  • [0s] [not displayed]
    Effect #3

    • On Apply
    • [target override]

    Only when the following conditions are met:

      • If target is an enemy

    Perform the following actions:

    • Add effect #4 to TARGET from TARGET
    • On Apply

    Perform the following actions:

    • Play appearance epp . standard_vfx . standard_explosion_huge, dependent on calling effect
  • [0s] [not displayed]
    Effect #4

    • On Apply

    Only when the following conditions are met:

      • If difficulty is set to 16-man

    Perform the following actions:

    • Spell Damage
      - Unknown (609) = (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) 0.1
      - Standard Health Percent Min = (float) 0.1
      - Amount Modifier Percent = (float) 0
      - Coefficient = (float) 0
      - Health Steal Percentage = (float) 0
    • On Apply

    Only when the following conditions are met:

      • If difficulty is set to 8-man SM

    Perform the following actions:

    • Spell Damage
      - Unknown (609) = (bool) false
      - Damage Type = (int) 1
      - 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) 0.1
      - Standard Health Percent Min = (float) 0.1
      - Amount Modifier Percent = (float) 0
      - Coefficient = (float) 0
      - Health Steal Percentage = (float) 0
    • On Apply

    Only when the following conditions are met:

      • If difficulty is set to 8-man HM

    Perform the following actions:

    • Spell Damage
      - Unknown (609) = (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) 0.1
      - Standard Health Percent Min = (float) 0.1
      - Amount Modifier Percent = (float) 0
      - Coefficient = (float) 0
      - Health Steal Percentage = (float) 0