Missile assommant
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
Type: | active |
Activation time: | 2s cast |
Target type: | Attackable |
AI type: | Attack |
Initializers: |
|
Métadonnées
Contained since: | Mise à jour 1.1.0 |
Global ID: | 16141046438864438681 |
Combat log ID: | 1681075969458176 |
FQN: | abl. |
Star Wars name: | Missile assommant |
Autres langues: | Concussion Missile Erschütterungsrakete |
Autres sites: | TORCommunity |
Users
Related effects, buffs and debuffs
Please click on an effect below to view its details.
- [hidden] [0s]
Effect #1Slot: Other (not visible) Duration: instant # occurrences: 0 Tags: tag. abl. , tag.utility. aggressive_ action abl. , tag.bounty_ hunter. control_ ability abl. , tag.bounty_ hunter. missile_ ability abl. , tag.bounty_ hunter. power_ surge_ ability abl. bounty_ hunter. heat_ ability Initializers: - Set type to Other, cannot toggle off
Global ID: 16141051538888521852 FQN: abl. bounty_ hunter. concussion_ missile/13/1 - 1
- When effect is applied
Perform the following actions:
- Play appearance epp.
bounty_hunter. , dependent on calling effectconcussion_missiles. concussion_missiles_cast - 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
- 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
- If TARGET is a player
Perform the following actions:
- Add effect #3 to TARGET from CASTER, Combat Math Only
- [60s]
Sommeil [mental]
Incapacité d'agir. Disparaît en cas de dégâts subis.Slot: Debuff Duration: 60s On death: Effect is removed Tick rate: 1s (60 ticks) # occurrences: 1 Tags: tag. abl. , tag.utility. aggressive_ action abl. , tag.bounty_ hunter. control_ ability abl. , tag.bounty_ hunter. missile_ ability abl. , tag.dispel_ type. mental abl. , tag.bounty_ hunter. power_ surge_ ability abl. , tag.bounty_ hunter. heat_ ability abl. , tag.debuff. sleep abl. debuff. break_ cover Initializers: - Set Duration
- Is Hidden = (bool) false
- Is Real Time = (bool) false
- Is Short Duration Persist = (bool) false
- Toughness = (int) 1
- Duration = (time) 60s
- Max Duration = (time) 60s - Set Stack Limit
- Is By Tag = (bool) false
- Is Per Caster = (bool) false
- Is Multi Target = (bool) false
- Relevant Tags = (string)
- Max Stack Count = (int) 1
Conditions: - <
- If TARGET is alive
- Can only be called by other effects
Global ID: 16141054837423406469 Combat log ID: 1681075969458432 FQN: abl. bounty_ hunter. concussion_ missile/13/2 - Set Duration
- 1
- When effect is applied
Perform the following actions:
- Mark as neutralized
- Stun the TARGET
- Play appearance epp.
bounty_hunter. , dependent on calling effectconcussion_missiles. concussion_missiles_sleep
- 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. , dependent on calling effectconcussion_missiles. concussion_missiles_sleep_end
- 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]
Sommeil (mental)
Incapacité d'agir. Disparaît en cas de dégâts subis.Slot: Debuff Duration: 8s On death: Effect is removed # occurrences: 0 Tags: tag. abl. , tag.utility. aggressive_ action abl. , tag.bounty_ hunter. control_ ability abl. , tag.bounty_ hunter. missile_ ability abl. , tag.dispel_ type. mental abl. , tag.bounty_ hunter. power_ surge_ ability abl. , tag.bounty_ hunter. heat_ ability abl. , tag.debuff. sleep abl. debuff. break_ cover Initializers: - Set Duration
- Is Hidden = (bool) false
- Is Real Time = (bool) false
- Is Short Duration Persist = (bool) false
- Toughness = (int) 1
- Duration = (time) 8s
- Max Duration = (time) 8s
Conditions: - <
- If TARGET is alive
- Can only be called by other effects
Global ID: 16141053737911779290 Combat log ID: 1681075969458492 FQN: abl. bounty_ hunter. concussion_ missile/13/3 - Set Duration
- 1
- When effect is applied
Perform the following actions:
- Mark as neutralized
- Stun the TARGET
- Play appearance epp.
bounty_hunter. , dependent on calling effectconcussion_missiles. concussion_missiles_sleep
- 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. , dependent on calling effectconcussion_missiles. concussion_missiles_sleep_end