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Höllensturz

WaffeFähigkeit
Verliehen durch:Nibshams Befreier

Du springst hinter ein Ziel und fügst ihm zu. Wenn das Ziel von Chaoszeichen betroffen ist, wird der Effekt entfernt und die Abklingzeit zurückgesetzt.

abklingzeit12s
dauer
schritte7
Skalierung
60% Dexterity + 60% Intellect· Physical

Referenzen

Verliehen durch

Rohdaten

type
WeaponSkill
nature
Ability
Abklingzeit
12s
steps
7
id
Daggers_Demondash_Skill1
raw data
{
  "id": "Daggers_Demondash_Skill1",
  "gfx": {
    "x": 2,
    "y": 2,
    "file": "UI/icons/atlas_weapon_Dagger_96PX.png",
    "size": 48,
    "width": 2,
    "height": 2
  },
  "anim": {
    "file": "Anim/Human/Dual/_Daggers/Skill/Anim_Human_Daggers_Plunge.fbx",
    "blend": 0
  },
  "type": 7,
  "vars": {
    "time": 5,
    "var1": 0.25,
    "var2": 3
  },
  "flags": 17,
  "props": {
    "hit": {
      "shake": 10,
      "freeze": 2.5,
      "camShake": 20
    },
    "needTarget": true,
    "rankOverride": [
      {
        "vars": {
          "dur1": 1.5
        },
        "minRank": 2
      }
    ],
    "interruptStyle": 1
  },
  "steps": [
    {
      "on": 0,
      "type": 14,
      "props": {
        "rotation": {
          "limiter": 2000,
          "direction": 1
        }
      },
      "duration": 0.4
    },
    {
      "on": 0,
      "type": 11,
      "delay": 0,
      "props": {},
      "visuals": {
        "fxs": [
          {
            "set": "Chaos_Puff_Disappear",
            "flags": 64,
            "props": {},
            "space": 1,
            "attachName": "Socket_Center"
          }
        ]
      },
      "duration": 0.1
    },
    {
      "on": 0,
      "type": 11,
      "delay": 0.3,
      "props": {},
      "visuals": {
        "fxs": [
          {
            "set": "Chaos_Puff_Unit",
            "flags": 64,
            "props": {},
            "scale": 1,
            "space": 1,
            "attachName": "Socket_Center"
          }
        ]
      },
      "duration": 0.1
    },
    {
      "on": 0,
      "type": 17,
      "delay": 0,
      "props": {
        "position": {
          "offsetZ": 0.5,
          "targetForwardOffset": -2.5
        },
        "teleport": {
          "fallbackAround": true,
          "faceTargetAfterTeleport": true
        }
      },
      "range": 50
    },
    {
      "on": 0,
      "type": 8,
      "delay": 0.1,
      "props": {
        "move": {
          "direction": [
            0
          ]
        }
      },
      "range": 5,
      "duration": 0.2
    },
    {
      "on": 0,
      "type": 0,
      "delay": 0.31,
      "props": {
        "area": {
          "shape": [
            2,
            70
          ]
        }
      },
      "range": 4,
      "effects": [
        {
          "flags": 0,
          "effect": 0,
          "scaling": [
            {
              "atb": "Dexterity",
              "ratio": 0.6
            },
            {
              "atb": "Intellect",
              "ratio": 0.6
            }
          ],
          "affinity": "Physical",
          "sideEffects": {
            "knockBack": {
              "type": 1,
              "knockUpForce": -30
            }
          }
        }
      ]
    },
    {
      "on": 0,
      "type": 24,
      "delay": 0.31,
      "props": {},
      "duration": 0.1
    }
  ],
  "texts": {
    "desc": "Jumps behind a target, dealing ::dmgs::. If the target is afflicted by ::ref_name::, consumes it to reset the cooldown.",
    "name": "Infernal Plunge",
    "refs": {
      "ref": "Daggers_Demondash_Mark",
      "ref2": "Daggers_Demondash_Skill1_Status"
    },
    "rankDescs": [
      {
        "desc": "Ignore ::var1%:: of the enemy's [Armor] and [MagicArmor].",
        "flags": 0
      },
      {
        "desc": "Casting this ::var2:: times in less than ::time:: engulfes you in chaotic flames, dealing ::ref2_dmg:: to nearby enemies over ::ref2_duration::.",
        "flags": 0
      }
    ]
  },
  "nature": 2,
  "script": "var Mark = Skill.Daggers_Demondash_Mark;\nvar Counter = Skill.Daggers_Demondash_Skill1_Counter;\n\nvar lastUses = [];\n\nfunction onHit(hit) {\n\tif (hit.target.hasStatus(Mark)) {\n\t\tconsumeStatus(hit.target, Mark);\n\t\tresetCooldown(skill.kind);\n\t}\n}\n\nfunction onProc(ctx) {\n\tif (rank >= 3) {\n\t\tlastUses.push(time.now);\n\t\tfilterUses();\n\t\tif (lastUses.length >= vars.var2) {\n\t\t\twhile (lastUses.length > 0) {\n\t\t\t\tlastUses.pop();\n\t\t\t}\n\t\t\taddStatus(owner, Skill.Daggers_Demondash_Skill1_Status);\n\t\t}\n\t}\n}\n\n function filterUses() {\n\tvar i = lastUses.length - 1;\n\twhile (i >= 0) {\n\t\tif (time.now - lastUses[i] > vars.time) {\n\t\t\tlastUses.remove(lastUses[i]);\n\t\t}\n\t\ti--;\n\t}\n}\n\nfunction onRegUpdate(dt) {\n\tif (rank >= 3) {\n\t\tfilterUses();\n\t\tenforceStatusCount(owner, Counter, lastUses.length);\n\n\t}\n}\n\nfunction onDamageEval(hit) {\n\tif (rank >= 2) {\n\t\thit.armorIgnore = vars.var1;\n\t\thit.magicArmorIgnore = vars.var1;\n\t}\n}",
  "status": 2,
  "mastery": [],
  "cooldown": 12
}