1. Abilities
  2. operation
  3. deepstation
  4. boss
  5. watchdog
  6. watchdog
  7. polarized_beam

Polarized Beam

shockround

Polarized Beam

Attributes

Conditions

Metadata

Users

Used by

Related effects, buffs and debuffs

Please click on an effect below to view its details.

Ability activation
1
shockround
Polarized Beam
2
shockround
Polarized Beam
3
shockround
Polarized Beam
4
shockround
Polarized Beam
5
shockround
Polarized Beam
6
shockround
Polarized Beam
7
shockround
Polarized Beam
8
shockround
Polarized Beam
9
20
shockround
Beam Usage Counter
10
shockround
Polarized Beam
11
shockround
Polarized Beam
12
shockround
Polarized Beam
  • [0s] [not displayed]
    shockroundEffect #1

  • 1
    • When effect is applied

    Only when the following conditions are met:

      • <
        • If TARGET has an effect with the tag tag.​abl.​operation.​deepstation.​boss.​watchdog.​watchdog.​polarity_bomb_has_neg_bomb
        AND
        • If no previous subeffect met its conditions
        >

    Perform the following actions:

    • Add effect #2 to TARGET from CASTER
  • 2
    • When effect is applied

    Only when the following conditions are met:

      • <
        • If TARGET has an effect with the tag tag.​abl.​operation.​deepstation.​boss.​watchdog.​watchdog.​polarity_bomb_has_pos_bomb
        AND
        • If no previous subeffect met its conditions
        >

    Perform the following actions:

    • Add effect #4 to TARGET from CASTER
  • 3
    • When effect is applied

    Only when the following conditions are met:

      • <
        • If a random chance of 50% is met
        AND
        • If no previous subeffect met its conditions
        >

    Perform the following actions:

    • Add effect #2 to TARGET from CASTER
  • 4
    • When effect is applied

    Only when the following conditions are met:

      • If no previous subeffect met its conditions

    Perform the following actions:

    • Add effect #4 to TARGET from CASTER
  • [hidden] [does not expire]
    shockroundEffect #2

  • 1
    • When effect is applied

    Only when the following conditions are met:

      • If difficulty is set to Story Mode

    Perform the following actions:

    • Play appearance epp.operation.deepstation.boss.watchdog.polarity_beam.positive_windup_6s, dependent on calling effect
  • 2
    • When effect is applied

    Only when the following conditions are met:

      • If difficulty is set to Veteran or Master Mode

    Perform the following actions:

    • Play appearance epp.operation.deepstation.boss.watchdog.polarity_beam.positive_windup_4s, dependent on calling effect
  • 3
    • When channel ended

    Override target to:

    • Caster

    Perform the following actions:

  • 4
    • When channel ended

    Override target to:

    • AoE Cylinder
      - AOE Include Phase Players = (bool) true
      - Max Targets = (int) 1
      - Direction = Target
      - Sort Type = Closest
      - Radius = 2m
      - Distance = 120m

    Only when the following conditions are met:

      • <
        • <
          • If CASTER is positioned 7m to 120m to center of TARGET
          AND
          • If TARGET is alive
          AND
          • If TARGET is a player
          >
        OR
        • If TARGET = PRIMARY TARGET
        >

    Perform the following actions:

    • Add effect #3 to TARGET from CASTER
  • [0s] [not displayed]
    shockroundEffect #3

  • 1
    • When effect is applied

    Perform the following actions:

    • Play appearance epp.operation.deepstation.boss.watchdog.polarity_beam.positive_fire, dependent on calling effect
  • 2
    • When effect is applied

    Only when the following conditions are met:

      • <
        • If TARGET has an effect with the tag tag.​abl.​operation.​deepstation.​boss.​watchdog.​watchdog.​polarity_bomb_has_neg_bomb or tag.​abl.​operation.​deepstation.​boss.​watchdog.​watchdog.​polarity_bomb_has_pos_bomb
        AND
        • If no previous subeffect met its conditions
        >

    Perform the following actions:

    • Play appearance epp.operation.deepstation.boss.watchdog.polarity_beam.positive_impact_stopped, dependent on calling effect
    • Add effect #6 to TARGET from CASTER
  • 3
    • When effect is applied

    Only when the following conditions are met:

      • If no previous subeffect met its conditions

    Perform the following actions:

    • Play appearance epp.operation.deepstation.boss.watchdog.polarity_beam.positive_impact_nopolarity, dependent on calling effect
    • Add effect #7 to TARGET from CASTER
  • 4
    • When effect is applied

    Perform the following actions:

    • Add effect #8 to TARGET from CASTER
    • Add effect #11 to TARGET from CASTER
  • [hidden] [does not expire]
    shockroundEffect #4

  • 1
    • When effect is applied

    Only when the following conditions are met:

      • If difficulty is set to Story Mode

    Perform the following actions:

    • Play appearance epp.operation.deepstation.boss.watchdog.polarity_beam.negative_windup_6s, dependent on calling effect
  • 2
    • When effect is applied

    Only when the following conditions are met:

      • If difficulty is set to Veteran or Master Mode

    Perform the following actions:

    • Play appearance epp.operation.deepstation.boss.watchdog.polarity_beam.negative_windup_4s, dependent on calling effect
  • 3
    • When channel ended

    Override target to:

    • Caster

    Perform the following actions:

  • 4
    • When channel ended

    Override target to:

    • AoE Cylinder
      - AOE Include Phase Players = (bool) true
      - Max Targets = (int) 1
      - Direction = Target
      - Sort Type = Closest
      - Radius = 2m
      - Distance = 120m

    Only when the following conditions are met:

      • <
        • <
          • If CASTER is positioned 7m to 120m to center of TARGET
          AND
          • If TARGET is alive
          AND
          • If TARGET is a player
          >
        OR
        • If TARGET = PRIMARY TARGET
        >

    Perform the following actions:

    • Add effect #5 to TARGET from CASTER
  • [0s] [not displayed]
    shockroundEffect #5

  • 1
    • When effect is applied

    Perform the following actions:

    • Play appearance epp.operation.deepstation.boss.watchdog.polarity_beam.negative_fire, dependent on calling effect
  • 2
    • When effect is applied

    Only when the following conditions are met:

      • <
        • If TARGET has an effect with the tag tag.​abl.​operation.​deepstation.​boss.​watchdog.​watchdog.​polarity_bomb_has_neg_bomb or tag.​abl.​operation.​deepstation.​boss.​watchdog.​watchdog.​polarity_bomb_has_pos_bomb
        AND
        • If no previous subeffect met its conditions
        >

    Perform the following actions:

    • Play appearance epp.operation.deepstation.boss.watchdog.polarity_beam.negative_impact_stopped, dependent on calling effect
    • Add effect #6 to TARGET from CASTER
  • 3
    • When effect is applied

    Only when the following conditions are met:

      • If no previous subeffect met its conditions

    Perform the following actions:

    • Play appearance epp.operation.deepstation.boss.watchdog.polarity_beam.negative_impact_nopolarity, dependent on calling effect
    • Add effect #7 to TARGET from CASTER
  • 4
    • When effect is applied

    Perform the following actions:

    • Add effect #8 to TARGET from CASTER
    • Add effect #12 to TARGET from CASTER
  • [0s] [not displayed]
    shockroundEffect #6

  • 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) 0.48
      - Standard Health Percent Min = (float) 0.48
      - 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]
    shockroundEffect #7

  • 1
    • When effect is applied

    Only when the following conditions are met:

      • If difficulty is set to Story Mode

    Perform the following actions:

    • God Damage
      - Amount Max = (float) 0
      - Amount Min = (float) 0
      - Amount Percent = (float) 0.75
      - Standard Health Percent Max = (float) 0
      - Standard Health Percent Min = (float) 0
  • 2
    • When effect is applied

    Only when the following conditions are met:

      • If difficulty is set to Veteran or Master Mode

    Perform the following actions:

    • God Damage
      - Amount Max = (float) 0
      - Amount Min = (float) 0
      - Amount Percent = (float) 1
      - Standard Health Percent Max = (float) 0
      - Standard Health Percent Min = (float) 0
  • [0s] [not displayed]
    shockroundEffect #8

  • 1
    • When effect is applied

    Perform the following actions:

    • Ballistic Impulse, centered at caster, never knockdown, momentum = 2, 40° pitch, 0° yaw
  • [hidden] [120s]
    shockround [HIDDEN]Beam Usage Counter

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

    Perform the following actions:

    • Add effect #10 to TARGET from CASTER
  • [hidden] [0.5s]
    shockroundEffect #11

  • [hidden] [0.5s]
    shockroundEffect #12