1. Pouvoirs
  2. npc
  3. ability
  4. custom
  5. boss
  6. flashpoint
  7. mandalorian_raiders
  8. boss
  9. boarding_party
  10. jk_force_statsis

Stase de Force

carbonized

Stase de Force

Attributs

Conditions

Métadonnées

Users

Used by
  • class.npc.humanoid.boss.flashpoint.raiders.boarding_party_sw
  • class.npc.humanoid.boss.flashpoint.raiders.boarding_party_jk

Related effects, buffs and debuffs

Please click on an effect below to view its details.

Ability activation
1
crushedÉcrasement – Dégâts cinétiques réguliers.
2
stunnedÉtourdissement – Incapacité d'agir.
  • [hidden] [does not expire]
    crushedÉcrasement
    Dégâts cinétiques réguliers.

  • 1
    • When effect is applied

    Perform the following actions:

    • Add effect #2 to TARGET from CASTER
  • 2
    • When effect ticks

    Perform the following actions:

    • Play appearance epp.jedi_knight.force_stasis.tick
    • Spell Damage
      - Disable Crit Roll = (bool) false
      - Damage Type = (int) 1
      - Slot = (int) 1
      - Spell Type = (int) 3
      - 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) 0,55
      - Standard Health Percent Min = (float) 0,55
      - Amount Modifier Percent = (float) 0
      - Coefficient = (float) 1
      - Health Steal Percentage = (float) 0
      - Standard Rating Percent Min = (float) 0
      - Standard Rating Percent Max = (float) 0
  • 3
    • Just before this effect is removed

    Perform the following actions:

    • Dispel 1 effects from tags tag.​abl.​jedi_knight.​force_stasis_stun
    • Play appearance epp.jedi_knight.force_stasis.end
  • [3s]
    stunnedÉtourdissement
    Incapacité d'agir.

  • 1
    • When effect is applied

    Perform the following actions:

    • Play appearance epp.jedi_knight.force_stasis.stun, dependent on calling effect
    • Stun the TARGET
  • 2
    • Just before this effect is removed

    Perform the following actions:

    • Play appearance epp.generic.weapon_pop.target_pop_in, dependent on calling effect