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Malfunction

Spell

Malfunction

Nature

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Instant castTen yards

The caster malfunctions for 5 sec, inflicting Nature damage to all players every 1 sec, knocking them back, and reducing their movement speed by 50% for 5 sec.

Malfunction

Tooltip

The caster malfunctions for 5 sec, inflicting Nature damage to all players every 1 sec, knocking them back, and reducing their movement speed by 50% for 5 sec.

How it works

Malfunction is built from 3 client effects, applied in this order:

  1. Effect 1 is Weapon % Damage (effect type 31). Its base value is 200. Its area radius is 5 yards.
  2. Effect 2 is Apply Aura (effect type 6). It applies aura type 33. Its base value is -50. It applies the snared mechanic. Its area radius is 5 yards.
  3. Effect 3 is Knock Back (effect type 98). Its base value is 75. Its area radius is 5 yards.

What it does

Malfunction is a Nature spell with an instant cast, a range of 10 yards and effects that last 5 sec. When cast it deals a percentage of weapon damage (base value 200) in a 5 yard radius, applies an aura with the snared mechanic in a 5 yard radius and has a Knock Back effect in a 5 yard radius.

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

SchoolNature
Range10 yards (Ten yards)
Cast timeInstant
Duration5 sec
Effect #1Weapon % Damage (31)
Value: 200
Radius: 5 yards
Effect #2Apply Aura (6)
Aura type id 33
Value: -50
Mechanic: Snared
Radius: 5 yards
Effect #3Knock Back (98)
Value: 75
Misc value: 125
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?

Malfunction appears in: 1 spell that casts it.

Spells that cast it

From the client's JournalEncounterSection, SpecializationSpells, TraitDefinition, PvpTalent, SkillLineAbility, SpellLearnSpell and SpellEffect tables.

Comments

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