1. Pouvoirs
  2. npc
  3. ability
  4. custom
  5. boss
  6. flashpoint
  7. ilum
  8. velasu_graege
  9. hard
  10. concussion_missile

Missile assommant

concussionmissiles

Missile assommant

Tire un missile sur la cible, qui explose et la met KO pendant <<1[$d seconde/$d seconde/$d secondes]>>. Tout dégât subi interrompt cet effet. Les joueurs ciblés sont mis KO pendant <<2[$d seconde/$d seconde/$d secondes]>> au maximum.

Attributs

Conditions

Métadonnées

Users

Used by
  • class.npc.humanoid.boss.ilum.velasu_graege.hard.velasu_graege

Related effects, buffs and debuffs

Ability activation
1
concussionmissiles
Missile assommant
  • [hidden] [0s]
    concussionmissilesEffect #1

  • 1
    • When effect is applied

    Only when the following conditions are met:

      • If CASTER is positioned 20m to 30m to center of TARGET

    Perform the following actions:

    • Play appearance epp.trooper.explosive_round.cast_long_range
    • 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) 4
      - Travel Time = (time) 0s
  • 2
    • When effect is applied

    Only when the following conditions are met:

      • If CASTER is positioned 10m to 20m to center of TARGET

    Perform the following actions:

    • Play appearance epp.trooper.explosive_round.cast_mid_range
    • 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) 3
      - Travel Time = (time) 0s
  • 3
    • When projectile completed travel and hit target

    Only when the following conditions are met:

      • <
        • If TARGET is an enemy
        AND
        • If TARGET is alive
        >

    Perform the following actions:

    • Weapon Damage
      - Is Special Ability = (bool) false
      - Ignore Dual Wield Modifier = (bool) false
      - Disable Crit Roll = (bool) false
      - Flurry Blows Min = (int) 0
      - Flurry Blows Max = (int) 0
      - Level Cap = (int) 0
      - Threat Percent = (float) 0
      - Standard Health Percent Max = (float) 0,3
      - Standard Health Percent Min = (float) 0,3
      - Amount Modifier Fixed Max = (float) 0
      - Amount Modifier Fixed Min = (float) 0
      - Amount Modifier Percent = (float) -1
      - Coefficient = (float) 1
      - Health Steal Percentage = (float) 0
      - Slots = Primary Ranged