1. Pouvoirs
  2. qtr
  3. 1x1
  4. raid
  5. karaggas_palace
  6. enemy
  7. boss
  8. boss_2_bh
  9. jarg
  10. difficulty_1
  11. jet_charge

Charge express

jetcharge

Charge express

Attributs

Conditions

Métadonnées

Users

Used by
  • class.npc.qtr.1x1.raid.karaggas_palace.enemy.boss.boss_2_bh.difficulty_1.jarg

Related effects, buffs and debuffs

Please click on an effect below to view its details.

Ability activation
1
jetcharge
Charge express
2
jetcharge
Charge express
3
jetcharge
Charge express
4
immobilizedImmobilisation – Incapacité de se déplacer.
5
jetcharge
Missile incendiaire
  • [hidden] [0s] [not displayed]
    jetchargeEffect #1

  • 1
    • When effect is applied

    Override target to:

    • Random Enemy
      - Ignore Current = (bool) true
      - Ignore NPC = (bool) false
      - Ignore PC = (bool) false
      - Ignore CC = (bool) false

    Only when the following conditions are met:

      • <
        • If TARGET does not have any effect with the tag tag.​abl.​utility.​force_leap_immunity
          Failure message: Target cannot be charged at this time.
        AND
        • If TARGET does not have 1 or more effects with the tag tag.​abl.​buff.​cover_bonuses
          Failure message: Cannot be used against a target in cover.
        AND
        • If TARGET is not in cover
          Failure message: Target is in cover.
        AND
        • If CASTER is positioned 10m to 35m to center of TARGET
        >

    Perform the following actions:

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

    Override target to:

    • Random Enemy
      - Ignore Current = (bool) false
      - Ignore NPC = (bool) false
      - Ignore PC = (bool) false
      - Ignore CC = (bool) false

    Only when the following conditions are met:

      • If previous subeffect did not meet all conditions

    Perform the following actions:

    • Add effect #5 to TARGET from CASTER
  • [0s] [not displayed]
    jetchargeEffect #2

  • 1
    • When effect is applied

    Perform the following actions:

    • Teleport To Target
    • Play appearance epp.bounty_hunter.jet_charge.jet_charge_cast
    • Spell Damage
      - Disable Crit Roll = (bool) false
      - Damage Type = (int) 1
      - 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) 0,15
      - Standard Health Percent Min = (float) 0,14
      - 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
    • Add effect #3 to TARGET from CASTER, Combat Math Only
    • Add effect #4 to TARGET from CASTER, Combat Math Only
  • [0s] [not displayed]
    jetchargeEffect #3

  • 1
    • When effect is applied

    Perform the following actions:

    • Interrupt ability and prevent usage for 1s
  • [3s]
    immobilizedImmobilisation
    Incapacité de se déplacer.

  • 1
    • When effect is applied

    Perform the following actions:

    • Immobilize but allow rotation
  • [0s]
    jetchargeMissile incendiaire

  • 1
    • When effect is applied

    Perform the following actions:

    • Play appearance epp.bounty_hunter.incendiary_missile.incendiary_missile_fire
    • Invoke Projectile
      - Determine Hit = (bool) false
      - Timed Projectile = (bool) false
      - Hit Checked = (bool) false
      - Is Special Ability = (bool) false
      - Ignore Dual Wield Modifier = (bool) false
      - Slot = (int) 5
      - Spell Type = (int) 1
      - Travel Speed = (float) 2
      - Travel Time = (time) 0s
  • 2
    • When projectile completed travel and hit target

    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) 0,15
      - Standard Health Percent Min = (float) 0,14
      - 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