1. Pouvoirs
  2. operation
  3. dxun
  4. boss
  5. huntmaster
  6. huntmaster
  7. powershot_volley

Salve de tirs puissants

abl_ag_sn_penetrating_blast

Salve de tirs puissants

Attributs

Conditions

Métadonnées

Users

Used by

Related effects, buffs and debuffs

Please click on an effect below to view its details.

Ability activation
1
abl_ag_sn_penetrating_blast
Salve de tirs puissants
2
abl_ag_sn_penetrating_blast
Cible d'une salve de tirs puissants
3
abl_ag_sn_penetrating_blast
Salve de tirs puissants
4
abl_ag_sn_penetrating_blast
Salve de tirs puissants
5
abl_ag_sn_penetrating_blast
Salve de tirs puissants
6
abl_ag_sn_penetrating_blast
Salve de tirs puissants
7
backflipsDéséquilibre – Des impacts supplémentaires d'une salve de tirs puissants ignorent l'effet d'immunité balistique. La cible vient d'être touchée par une salve de tirs puissants et est déséquilibrée.
8
knockdownRenversement (Déséquilibre) – Touché par une salve de tirs puissants tout en étant déséquilibré. Renversement et incapacité d'agir.
  • [0s] [not displayed]
    abl_ag_sn_penetrating_blastEffect #1

  • 1
    • When effect is applied

    Override target to:

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

    Only when the following conditions are met:

      • If no previous subeffect met its conditions

    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) true
      - Ignore PC = (bool) false
      - Ignore CC = (bool) true

    Only when the following conditions are met:

      • If no previous subeffect met its conditions

    Perform the following actions:

    • Add effect #2 to TARGET from CASTER
  • [hidden] [does not expire]
    abl_ag_sn_penetrating_blastCible d'une salve de tirs puissants

  • 1
    • When effect is applied

    Perform the following actions:

    • Play appearance epp.operation.dxun.boss.huntmaster.huntmaster.rifle_target_marker, dependent on calling effect
  • 2
    • When effect is applied
    • When effect ticks

    Perform the following actions:

    • Add effect #3 to TARGET from CASTER
  • 3
    • When effect ticks the 6th time
    • When effect ticks the 8th time
    • When effect ticks the 10th time

    Only when the following conditions are met:

      • If difficulty is set to Story Mode

    Perform the following actions:

    • Add effect #4 to TARGET from CASTER
  • 4
    • When effect ticks the 6th time
    • When effect ticks the 7th time
    • When effect ticks the 8th time
    • When effect ticks the 9th time
    • When effect ticks the 10th time

    Only when the following conditions are met:

      • <
        • If difficulty is not set to Master Mode
        AND
        • If difficulty is set to Veteran or Master Mode
        >

    Perform the following actions:

    • Add effect #4 to TARGET from CASTER
  • 5
    • When effect ticks the 10th time
    • When effect ticks the 11th time
    • When effect ticks the 12th time
    • When effect ticks the 13th time
    • When effect ticks the 14th time
    • When effect ticks the 15th time
    • When effect ticks the 16th time
    • When effect ticks the 17th time

    Only when the following conditions are met:

      • <
        • If difficulty is set to 8-man VM
        AND
        • If difficulty is set to Master Mode
        >

    Perform the following actions:

    • Add effect #4 to TARGET from CASTER
  • 6
    • When effect ticks the 14th time
    • When effect ticks the 15th time
    • When effect ticks the 16th time
    • When effect ticks the 17th time
    • When effect ticks the 18th time
    • When effect ticks the 19th time
    • When effect ticks the 20th time
    • When effect ticks the 21th time
    • When effect ticks the 22th time
    • When effect ticks the 23th time
    • When effect ticks the 24th time
    • When effect ticks the 25th time

    Only when the following conditions are met:

      • <
        • If difficulty is set to 16-man VM
        AND
        • If difficulty is set to Master Mode
        >

    Perform the following actions:

    • Add effect #4 to TARGET from CASTER
  • 7
    • When channel ended

    Override target to:

    • Caster

    Perform the following actions:

  • [0s] [not displayed]
    abl_ag_sn_penetrating_blastEffect #3

  • 1
    • When effect is applied

    Perform the following actions:

    • Taunt
      - Duration = (time) 1s
  • [0s] [not displayed]
    abl_ag_sn_penetrating_blastEffect #4

  • 1
    • When effect is applied

    Override target to:

    • AoE Cylinder
      - AOE Include Phase Players = (bool) true
      - Max Targets = (int) 1
      - Direction = Target
      - Sort Type = Closest
      - Radius = 1m
      - Distance = 200m

    Only when the following conditions are met:

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

    Perform the following actions:

    • Add effect #5 to TARGET from CASTER
  • [hidden] [0s]
    abl_ag_sn_penetrating_blastEffect #5

  • 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) false
      - Ignore Dual Wield Modifier = (bool) false
      - Slot = (int) 5
      - Spell Type = (int) 1
      - Travel Speed = (float) 22
      - Travel Time = (time) 0s
    • Play appearance epp.flashpoint.copero.boss.boss_3.force_powered_snipe_fire, dependent on calling effect
  • 2
    • When projectile completed travel and hit target

    Perform the following actions:

    • 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) 0,25
      - Standard Health Percent Min = (float) 0,25
      - 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
  • 3
    • When projectile completed travel and hit target

    Only when the following conditions are met:

      • <
        • If TARGET does not have any effect with the tag tag.​abl.​operation.​dxun.​boss.​huntmaster.​beasts.​shared.​is_a_beast
        AND
        • If TARGET has an effect with the tag tag.​abl.​operation.​dxun.​boss.​huntmaster.​huntmaster.​powershot_off_balance
        AND
        • If difficulty is set to Veteran or Master Mode
        AND
        • If no previous subeffect met its conditions
        >

    Perform the following actions:

    • Add effect #8 to TARGET from CASTER
  • 4
    • When projectile completed travel and hit target

    Only when the following conditions are met:

      • If no previous subeffect met its conditions

    Perform the following actions:

    • Add effect #6 to TARGET from CASTER
  • 5
    • When projectile completed travel and hit target

    Only when the following conditions are met:

      • If TARGET has an effect with the tag tag.​abl.​operation.​dxun.​boss.​huntmaster.​beasts.​shared.​is_a_beast

    Perform the following actions:

  • [hidden] [1s]
    abl_ag_sn_penetrating_blastEffect #6

  • 1
    • When effect is applied

    Perform the following actions:

    • Ballistic Impulse, centered at caster, never knockdown, momentum = 1,2, 30° pitch, 0° yaw
  • 2
    • When effect is applied

    Only when the following conditions are met:

      • If difficulty is set to Veteran or Master Mode

    Perform the following actions:

    • Add effect #7 to TARGET from CASTER
  • [3s]
    backflipsDéséquilibre
    Des impacts supplémentaires d'une salve de tirs puissants ignorent l'effet d'immunité balistique.

    La cible vient d'être touchée par une salve de tirs puissants et est déséquilibrée.


  • [1s]
    knockdownRenversement (Déséquilibre)
    Touché par une salve de tirs puissants tout en étant déséquilibré. Renversement et incapacité d'agir.

  • 1
    • When effect is applied

    Perform the following actions:

    • Ballistic Impulse, centered at caster, immediately knockdown, momentum = 3, 30° pitch, 0° yaw
    • Stun the TARGET