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 School Damage (effect type 2). Its base value is 8. Its area radius is 5 yards.
- Effect 2 is Apply Aura (effect type 6). It applies aura type 4.
- Effect 3 is Apply Aura (effect type 6). It applies aura type 4. Its area radius is 5 yards.
What it does
Faulty Zap is a Nature spell with an instant cast, a range of 200 yards and effects that last 2 sec. When cast it deals Nature damage (base value 8) in a 5 yard radius, applies an aura and applies an aura in a 5 yard radius. It stacks up to 20 times.
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 | 200 yards (Two-Hundred Yard Range) |
| Cast time | Instant |
| Duration | 2 sec |
| Proc chance | Always |
| Max stacks | 20 |
| Effect #1 | School Damage (2) Value: 8 Radius: 5 yards |
| Effect #2 | Apply Aura (6) Aura type id 4 |
| Effect #3 | Apply Aura (6) Aura type id 4 Radius: 5 yards |
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
- Faulty ZapTriggers this spell
From the client's JournalEncounterSection, SpecializationSpells, TraitDefinition, PvpTalent, SkillLineAbility, SpellLearnSpell and SpellEffect tables.
Comments
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