1. Pouvoirs
  2. exp
  3. macrobinoculars
  4. roth
  5. multi
  6. nar_shaddaa
  7. shroud_event_3
  8. droid_force_charge_multi_target

Frappe bondissante

forceCharge

Frappe bondissante

Attributs

Conditions

Métadonnées

Users

Related effects, buffs and debuffs

Please click on an effect below to view its details.

Ability activation
1
forceCharge
Frappe bondissante
2
forceCharge
Frappe bondissante
3
forceCharge
Frappe bondissante
4
forceCharge
Frappe bondissante
5
thrownÉjection – Au sol. Incapacité d'agir.
6
thrownÉjection – Au sol. Incapacité d'agir.
7
thrownÉjection – Au sol. Incapacité d'agir.
8
forceCharge
Frappe bondissante
9
stimpack
Frappe bondissante
10
forceCharge
Frappe bondissante
  • [hidden] [2.8s]
    forceChargeEffect #1

  • 1
    • When effect is applied

    Perform the following actions:

    • Immobilize but allow rotation
  • 2
    • When effect ticks the 1st time

    Override target to:

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

    Only when the following conditions are met:

    Perform the following actions:

    • Add effect #3 to TARGET from CASTER
  • 3
    • When effect ticks the 1st time

    Only when the following conditions are met:

      • If previous subeffect did not meet all conditions

    Perform the following actions:

    • Add effect #10 to TARGET from CASTER
    • Remove this effect
  • 4
    • When effect ticks the 2nd time

    Override target to:

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

    Only when the following conditions are met:

    Perform the following actions:

    • Add effect #4 to TARGET from CASTER
  • 5
    • When effect ticks the 2nd time

    Only when the following conditions are met:

      • If previous subeffect did not meet all conditions

    Perform the following actions:

    • Add effect #10 to TARGET from CASTER
    • Remove this effect
  • [0s] [not displayed]
    forceChargeEffect #2

  • 1
    • When effect is applied

    Perform the following actions:

    • Play appearance epp.exp.macrobinoculars.roth.multi.ir_77_ambushes.force_charge_multi_01
    • Teleport To Target
    • Weapon Damage
      - Is Special Ability = (bool) true
      - Ignore Dual Wield Modifier = (bool) true
      - 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) 0,11
      - Standard Health Percent Min = (float) 0,1
      - 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 Melee
    • Add effect #5 to TARGET from CASTER, Combat Math Only
    • Add effect #8 to TARGET from CASTER
  • 2
    • When effect is applied

    Override target to:

    • Caster

    Perform the following actions:

    • Delay next ability by 1.5s (GCD)
  • [0s] [not displayed]
    forceChargeEffect #3

  • 1
    • When effect is applied

    Perform the following actions:

    • Play appearance epp.exp.macrobinoculars.roth.multi.ir_77_ambushes.force_charge_multi_02
    • Teleport To Target
    • Weapon Damage
      - Is Special Ability = (bool) true
      - Ignore Dual Wield Modifier = (bool) true
      - 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) 0,11
      - Standard Health Percent Min = (float) 0,1
      - 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 Melee
    • Add effect #6 to TARGET from CASTER, Combat Math Only
    • Add effect #8 to TARGET from CASTER
  • 2
    • When effect is applied

    Override target to:

    • Caster

    Perform the following actions:

    • Delay next ability by 1.5s (GCD)
  • [0s] [not displayed]
    forceChargeEffect #4

  • 1
    • When effect is applied

    Perform the following actions:

    • Play appearance epp.exp.macrobinoculars.roth.multi.ir_77_ambushes.force_charge_multi_03
    • Teleport To Target
    • Weapon Damage
      - Is Special Ability = (bool) true
      - Ignore Dual Wield Modifier = (bool) true
      - 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) 0,11
      - Standard Health Percent Min = (float) 0,1
      - 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 Melee
    • Add effect #7 to TARGET from CASTER, Combat Math Only
    • Add effect #8 to TARGET from CASTER
  • 2
    • When effect is applied

    Override target to:

    • Caster

    Perform the following actions:

    • Delay next ability by 1.5s (GCD)
    • Add effect #10 to TARGET from CASTER
  • [1.3s]
    thrownÉjection
    Au sol. Incapacité d'agir.

  • 1
    • When effect is applied

    Perform the following actions:

    • Ballistic Impulse, centered at caster, immediately knockdown, momentum = 0,5, 10° pitch, 33° yaw
    • Stun the TARGET
  • [1.3s]
    thrownÉjection
    Au sol. Incapacité d'agir.

  • 1
    • When effect is applied

    Perform the following actions:

    • Ballistic Impulse, centered at caster, immediately knockdown, momentum = 0,8, 10° pitch, 0° yaw
    • Stun the TARGET
  • [1.3s]
    thrownÉjection
    Au sol. Incapacité d'agir.

  • 1
    • When effect is applied

    Perform the following actions:

    • Ballistic Impulse, centered at caster, immediately knockdown, momentum = 0,8, 10° pitch, -90° yaw
    • Stun the TARGET
  • [hidden] [6s]
    forceChargeEffect #8

  • 2
    • When effect is applied

    Only when the following conditions are met:

      • <
        • If a random chance of 75% is met
        AND
        • If TARGET has an effect with the tag tag.​abl.​player.​mount
        >

    Perform the following actions:

    • Dispel all effects from tags tag.​abl.​player.​mount
  • [hidden] [12s]
    stimpackEffect #9

  • 1
    • When effect is applied

    Only when the following conditions are met:

      • If CASTER is alive

    Perform the following actions:

    • Modify Threat
      - Is Taunt = (bool) true
      - Amount Max = (float) 1 000
      - Amount Min = (float) 1 000
      - Amount Percent = (float) 0
      - Standard Health Percent Max = (float) 0
      - Standard Health Percent Min = (float) 0
  • [hidden] [0s] [not displayed]
    forceChargeEffect #10

  • 1
    • When effect is applied

    Override target to:

    • AoE Sphere
      - AOE Include Phase Players = (bool) false
      - Max Targets = (int) 1
      - Sort Type = Closest
      - Radius = 8m

    Only when the following conditions are met:

    Perform the following actions:

    • Add effect #9 to TARGET from CASTER