Tooltip
Rik's machine short circuits sending a jolt of electricity through several players, inflicting 9 Nature damage. The electricity lingers in them for 9 sec, inflicting 8 Nature damage to players every 1.5 sec and increasing the target's Nature damage taken by 75% for 9 sec.
How it works
Its aura procs every time its trigger condition is met.
Faulty Zap is built from 3 client effects, applied in this order:
- Effect 1 is Apply Aura (effect type 6). It applies aura type 23. It ticks every 1.5 sec, 6 times over the full 9 sec. It triggers Faulty Zap.
- Effect 2 is Apply Aura (effect type 6). It applies aura type 61. Its base value is 25.
- Effect 3 is Apply Aura (effect type 6). It applies aura type 87. Its base value is 75.
What it does
Faulty Zap is a Nature spell with an instant cast, an unlimited range and effects that last 9 sec. When cast it applies an aura every 1.5 sec and applies an aura. It also casts Faulty Zap (record #467048).
Generated from the SpellEffect, SpellMisc, SpellCooldowns and SpellRange records in the current retail game build. Effects the client marks as internal hooks are left out.
Spell Details
| School | Nature |
|---|---|
| Range | 1000 yards (One Thousand Yards) |
| Cast time | Instant |
| Duration | 9 sec |
| Proc chance | Always |
| Max stacks | 1 |
| Effect #1 | Apply Aura (6) Aura type id 23 Period: every 1.5 sec Trigger spell: Faulty Zap |
| Effect #2 | Apply Aura (6) Aura type id 61 Value: 25 |
| Effect #3 | Apply Aura (6) Aura type id 87 Value: 75 Misc value: 8 |
Raw client values from the current retail game build. Where the game data carries no name for an id, the id is shown as is.
Used by
Where is this spell used?
Faulty Zap appears in: 1 spell that casts it.
Spells that cast it
- [DNT] Clear ZapsTriggers this spell
From the client's JournalEncounterSection, SpecializationSpells, TraitDefinition, PvpTalent, SkillLineAbility, SpellLearnSpell and SpellEffect tables.
Comments
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