1. Abilities
  2. bounty_hunter
  3. sonic_missile

Sonic Missile

sonicmissle

Sonic Missile

Fires a sonic missile that taunts your target and all nearby enemies, forcing them to attack you for <<1[%d seconds/%d second/%d seconds]>>, if Ion Gas Cylinder is active. If Ion Gas Cylinder is not active, threat towards all current enemies is immediately reduced. Enemy players have their damage reduced by 30% for <<2>> seconds unless they attack you.

Attributes

Conditions

Metadata

Used by

Used by
  • apc.bounty_hunter.powertech.base

Related effects, buffs and debuffs

Please click on an effect below to view its details.

Ability activation
1
sonicmissle
Sonic Missile
2
tauntTaunt – Forced to attack the taunter.
3
tauntTaunt – Dealing less damage against everyone but the taunter.
4
sonicmissle
Sonic Missile
5
abl_bh_pt_sonic_rebounderSonic Rebounder – Reflects next direct, single-target attack.
  • [hidden] [0s]
    sonicmissleEffect #1

    • On Apply

    Perform the following actions:

    • Play appearance epp . bounty_hunter . sonic_attack . sonic_attack_fire
    • 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) 4
      - Travel Time = (time) 0s
    • When projectile completed travel and hit target
    • [target override]

    Only when the following conditions are met:

      • <
        • If target is an enemy
        AND
        • If PRIMARY TARGET is alive
        >

    Perform the following actions:

    • Add effect #2 to TARGET from TARGET, Combat Math Only
    • Add effect #3 to TARGET from TARGET
    • When projectile completed travel and hit target
    • [target override]

    Only when the following conditions are met:

      • <
        • If TARGET is a friend of CASTER
        AND
        • If PRIMARY TARGET is alive
        AND
        • If PRIMARY TARGET does not have 1 or more effects with the tag tag.​abl.​proficiency.​armor.​light applied by TARGET
        AND
        • If TARGET has the ability 16141076067997312295 – not found, with a rank >= 1
        >

    Perform the following actions:

    • Add effect #5 to TARGET from PRIMARY TARGET, Combat Math Only
  • [6s]
    tauntTaunt
    Forced to attack the taunter.

    • On Apply

    Perform the following actions:

    • Modify Threat
      - Is Taunt = (bool) true
      - Amount Max = (float) 1
      - Amount Min = (float) 1
      - Amount Percent = (float) 0
      - Standard Health Percent Max = (float) 0
      - Standard Health Percent Min = (float) 0
    • Taunt
      - Duration = (time) 6s
    • Play appearance epp . trooper . sonic_grenade . taunt, dependent on calling effect
  • [6s]
    tauntTaunt
    Dealing less damage against everyone but the taunter.

    • On Apply

    Perform the following actions:

    • Play appearance epp . trooper . sonic_grenade . taunt, dependent on calling effect
    • Taunt Damage Reduce
      - Amount Percent = (float) 0.3
  • [0s] [not displayed]
    sonicmissleEffect #4

    • On Apply
    • [target override]

    Perform the following actions:

    • Modify Threat
      - Is Taunt = (bool) false
      - Amount Max = (float) 0
      - Amount Min = (float) 0
      - Amount Percent = (float) -0.25
      - Standard Health Percent Max = (float) 0
      - Standard Health Percent Min = (float) 0
  • [15s]
    abl_bh_pt_sonic_rebounderSonic Rebounder
    Reflects next direct, single-target attack.

    • On Apply

    Perform the following actions:

    • Play appearance epp . bounty_hunter . skill . sonic_rebounder . buff_target
    • On Pre Damage TakenIgnore Redirected Damage = ???Tags = ???Actor = ???Damage Type = ???Weapon Mode = ???Spell Type = ???Proc Chance Percent = ???Rate Limit Interval = ???Initial Delay = ???
    • [target override]

    Perform the following actions:

    • Play appearance epp . bounty_hunter . skill . sonic_rebounder . reflect_player
    • Reflect Damage
      - Absorb Damage = (bool) true
      - Reflect Melee = (bool) true
      - Reflect Ranged = (bool) true
      - Reflect Force = (bool) true
      - Reflect Tech = (bool) true
      - Cap Damage = (bool) true
      - Amount Percent = (float) 1
      - Threat Percent = (float) 0
      - Standard Health Percent Max = (float) 6
    • Remove this effect