1. Pouvoirs
  2. bounty_hunter
  3. concussion_missile

Missile assommant

concussionmissiles

Missile assommant

Lance un missile sur la cible qui la met KO pendant un maximum de <<1[$d seconde/$d seconde/$d secondes]>>. Les cibles qui ne sont pas des joueurs récupèrent de la santé rapidement quand elles sont KO (hors cibles standard et faibles). Les dégâts subis par la cible interrompent cet effet.

Attributs

Conditions

Métadonnées

Users

Used by
  • apc.bounty_hunter.mercenary.base

Related effects, buffs and debuffs

Please click on an effect below to view its details.

Ability activation
1
concussionmissiles
Missile assommant
2
blindedSommeil [mental] – Incapacité d'agir. Disparaît en cas de dégâts subis.
3
blindedSommeil (mental) – Incapacité d'agir. Disparaît en cas de dégâts subis.
  • [hidden] [0s]
    concussionmissilesEffect #1

  • 1
    • When effect is applied

    Perform the following actions:

    • Play appearance epp.bounty_hunter.concussion_missiles.concussion_missiles_cast, dependent on calling effect
    • 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
  • 2
    • When projectile completed travel and hit target

    Only when the following conditions are met:

      • <
        • If the Tech spell hit
        AND
        • If TARGET is not a player
        >

    Perform the following actions:

    • Add effect #2 to TARGET from CASTER
  • 3
    • When projectile completed travel and hit target

    Only when the following conditions are met:

      • <
        • If the Tech spell hit
        AND
        • If TARGET is a player
        >

    Perform the following actions:

    • Add effect #3 to TARGET from CASTER, Combat Math Only
  • [60s]
    blindedSommeil [mental]
    Incapacité d'agir. Disparaît en cas de dégâts subis.

  • 1
    • When effect is applied

    Perform the following actions:

    • Mark as neutralized
    • Stun the TARGET
    • Play appearance epp.bounty_hunter.concussion_missiles.concussion_missiles_sleep, dependent on calling effect
  • 2
    • When character takes damage that does not get redirected, delayed by 1s

    Perform the following actions:

    • Remove this effect
  • 3
    • When effect is applied

    Perform the following actions:

    • Modify Threat
      - Is Taunt = (bool) false
      - Amount Max = (float) 1
      - Amount Min = (float) 1
      - Amount Percent = (float) 0
      - Standard Health Percent Max = (float) 0
      - Standard Health Percent Min = (float) 0
  • 4
    • Just before this effect is removed

    Perform the following actions:

    • Play appearance epp.bounty_hunter.concussion_missiles.concussion_missiles_sleep_end, dependent on calling effect
  • 5
    • When effect ticks

    Only when the following conditions are met:

      • If toughness of TARGET is ≥ Strong

    Perform the following actions:

    • Heal the TARGET for (2,5% of its HP), causing -1 threat
  • [8s]
    blindedSommeil (mental)
    Incapacité d'agir. Disparaît en cas de dégâts subis.

  • 1
    • When effect is applied

    Perform the following actions:

    • Mark as neutralized
    • Stun the TARGET
    • Play appearance epp.bounty_hunter.concussion_missiles.concussion_missiles_sleep, dependent on calling effect
  • 2
    • When character takes damage that does not get redirected, delayed by 1s

    Perform the following actions:

    • Remove this effect
  • 3
    • When effect is applied

    Perform the following actions:

    • Modify Threat
      - Is Taunt = (bool) false
      - Amount Max = (float) 1
      - Amount Min = (float) 1
      - Amount Percent = (float) 0
      - Standard Health Percent Max = (float) 0
      - Standard Health Percent Min = (float) 0
  • 4
    • Just before this effect is removed

    Perform the following actions:

    • Play appearance epp.bounty_hunter.concussion_missiles.concussion_missiles_sleep_end, dependent on calling effect