1. Pouvoirs
  2. npc
  3. ability
  4. custom
  5. boss
  6. flashpoint
  7. crimson_vengeance
  8. boss
  9. eradicator
  10. beam_color2

Rayon bleu

ionclip

Rayon bleu

Tire un rayon bleu qui inflige des dégâts variables selon le nombre de buffs de rayon bleu de l'utilisateur.

Attributs

Conditions

Métadonnées

Users

Used by
  • class.npc.droid.boss.flashpoint.crimson_vengeance.eradicator

Related effects, buffs and debuffs

Please click on an effect below to view its details.

Ability activation
1
ionclip
Rayon bleu
2
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Rayon bleu
3
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Rayon bleu
4
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Rayon bleu
5
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Rayon bleu
  • [hidden] [does not expire]
    ionclipEffect #1

  • 1
    • When effect ticks the 1st time

    Perform the following actions:

    • Play appearance epp.smuggler.wounding_shot.reticle, dependent on calling effect
  • 2
    • When effect ticks the 3rd time

    Perform the following actions:

    • Play appearance epp.smuggler.wounding_shot.reticle, dependent on calling effect
  • 3
    • When effect ticks the 6th time

    Perform the following actions:

    • Play appearance epp.npc.ability.custom.boss.flashpoint.crimson_vengeance.eradicator.beam_2
    • Add effect #2 to TARGET from CASTER
  • [hidden] [0s]
    ionclipEffect #2

  • 1
    • When effect is applied

    Perform the following actions:

    • 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) 2
      - Spell Type = (int) 2
      - Travel Speed = (float) 1
      - Travel Time = (time) 0s
  • 2
    • When projectile completed travel and hit target

    Perform the following actions:

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

  • 1
    • When effect is applied

    Only when the following conditions are met:

    Perform the following actions:

    • Weapon Damage
      - Is Special Ability = (bool) true
      - Ignore Dual Wield Modifier = (bool) false
      - Disable Crit Roll = (bool) false
      - Flurry Blows Min = (int) 1
      - Flurry Blows Max = (int) 1
      - Level Cap = (int) 0
      - Threat Percent = (float) 0
      - Standard Health Percent Max = (float) 5
      - Standard Health Percent Min = (float) 5
      - Amount Modifier Fixed Max = (float) 0
      - Amount Modifier Fixed Min = (float) 0
      - Amount Modifier Percent = (float) -1
      - Coefficient = (float) 0
      - Health Steal Percentage = (float) 0
      - Slots = Primary Ranged
    • Add effect #4 to TARGET from CASTER
  • 2
    • When effect is applied

    Only when the following conditions are met:

    Perform the following actions:

    • Weapon Damage
      - Is Special Ability = (bool) true
      - Ignore Dual Wield Modifier = (bool) false
      - Disable Crit Roll = (bool) false
      - Flurry Blows Min = (int) 1
      - Flurry Blows Max = (int) 1
      - Level Cap = (int) 0
      - Threat Percent = (float) 0
      - Standard Health Percent Max = (float) 2
      - Standard Health Percent Min = (float) 2
      - Amount Modifier Fixed Max = (float) 0
      - Amount Modifier Fixed Min = (float) 0
      - Amount Modifier Percent = (float) -1
      - Coefficient = (float) 0
      - Health Steal Percentage = (float) 0
      - Slots = Primary Ranged
    • Add effect #4 to TARGET from CASTER
  • 3
    • When effect is applied

    Only when the following conditions are met:

    Perform the following actions:

    • Weapon Damage
      - Is Special Ability = (bool) true
      - Ignore Dual Wield Modifier = (bool) false
      - Disable Crit Roll = (bool) false
      - Flurry Blows Min = (int) 1
      - Flurry Blows Max = (int) 1
      - Level Cap = (int) 0
      - Threat Percent = (float) 0
      - Standard Health Percent Max = (float) 0,75
      - Standard Health Percent Min = (float) 0,75
      - Amount Modifier Fixed Max = (float) 0
      - Amount Modifier Fixed Min = (float) 0
      - Amount Modifier Percent = (float) -1
      - Coefficient = (float) 0
      - Health Steal Percentage = (float) 0
      - Slots = Primary Ranged
    • Add effect #4 to TARGET from CASTER
  • 4
    • When effect is applied

    Only when the following conditions are met:

    Perform the following actions:

    • Weapon Damage
      - Is Special Ability = (bool) true
      - Ignore Dual Wield Modifier = (bool) false
      - Disable Crit Roll = (bool) false
      - Flurry Blows Min = (int) 1
      - Flurry Blows Max = (int) 1
      - Level Cap = (int) 0
      - Threat Percent = (float) 0
      - Standard Health Percent Max = (float) 0,25
      - Standard Health Percent Min = (float) 0,25
      - Amount Modifier Fixed Max = (float) 0
      - Amount Modifier Fixed Min = (float) 0
      - Amount Modifier Percent = (float) -1
      - Coefficient = (float) 0
      - Health Steal Percentage = (float) 0
      - Slots = Primary Ranged
    • Add effect #4 to TARGET from CASTER
  • 5
    • When effect is applied

    Only when the following conditions are met:

    Perform the following actions:

    • Weapon Damage
      - Is Special Ability = (bool) true
      - Ignore Dual Wield Modifier = (bool) false
      - Disable Crit Roll = (bool) false
      - Flurry Blows Min = (int) 1
      - Flurry Blows Max = (int) 1
      - Level Cap = (int) 0
      - Threat Percent = (float) 0
      - Standard Health Percent Max = (float) 0,25
      - Standard Health Percent Min = (float) 0,25
      - Amount Modifier Fixed Max = (float) 0
      - Amount Modifier Fixed Min = (float) 0
      - Amount Modifier Percent = (float) -1
      - Coefficient = (float) 0
      - Health Steal Percentage = (float) 0
      - Slots = Primary Ranged
    • Add effect #4 to TARGET from CASTER
  • 6
    • When effect is applied

    Only when the following conditions are met:

    Perform the following actions:

    • Weapon Damage
      - Is Special Ability = (bool) true
      - Ignore Dual Wield Modifier = (bool) false
      - Disable Crit Roll = (bool) false
      - Flurry Blows Min = (int) 1
      - Flurry Blows Max = (int) 1
      - Level Cap = (int) 0
      - Threat Percent = (float) 0
      - Standard Health Percent Max = (float) 0,25
      - Standard Health Percent Min = (float) 0,25
      - Amount Modifier Fixed Max = (float) 0
      - Amount Modifier Fixed Min = (float) 0
      - Amount Modifier Percent = (float) -1
      - Coefficient = (float) 0
      - Health Steal Percentage = (float) 0
      - Slots = Primary Ranged
    • Add effect #4 to TARGET from CASTER
  • [hidden] [2s]
    ionclipEffect #4

  • 1
    • When effect is applied

    Perform the following actions:

    • Mark as neutralized
  • [hidden] [10s]
    ionclipEffect #5