Chain Induction
This Electric Melee attack deals moderate Smashing and Energy damage and may drain some of the targets Endurance. However, this attack also induces an unstable electric charge that may jump to another enemy target. The charge will jump to the closest enemy in range that has not been previously hit, until it inevitably dissipates. Enhancements and Fury will boost the effectiveness of the initial attack as well as the jumping charge. Damage: Moderate
Effects
- Target
- 123.37Smashing damage
- 385.52Energy damage
- −7.5%Endurance
- 1 sSummons Chain Induction Jump 1 → Chargeafter 0.5 s · stacks
Conditional
- −100%Recoveryfor 4 s · stacks30% chanceTarget
Unenhanced · Boss · level 50 · Class of its enemy
Effect details
| Effect | Value | Target | Formula |
|---|---|---|---|
| Smashing damage | 123.37 | Target | 0.32 × Melee_Damage (−385.5228) |
| Energy damage | 385.52 | Target | 1 × Melee_Damage (−385.5228) |
| Null for 2 s · ignores buffs and enhancements · unresistable · stacks | +100% | Target | 1 × Melee_Ones (1) |
| Summons Chain Induction Jump 1 → Charge after 0.5 s · stacks | 1 s | | |
| SetMode for 4 s · ignores buffs and enhancements · unresistable · doesn't stack from the same caster; a new copy is ignored | +7600% | Target | Magnitude 76 |
| Endurance | −7.5% | Target | −0.1 × Melee_EndDrain (0.75) |
| 30% chance | |||
| Recovery for 4 s · stacks | −100% | Target | −1 × Melee_Ones (1) |
Freaklok.Techromancer.Chain_Induction
Enemies 1
- Tecromancer Boss · L29–55 · Freaklok
Raw data
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