At the start of the battle or when Reinforced, for each active Sith ally (including the Capital Ship), TIE Dagger gains 5% Max Protection and 5% Tenacity until the end of the encounter.
Modify stat
Tenacity
by
5%
* CONTEXT_VALUE
(additive)
Level 2
At the start of the battle or when Reinforced, for each active Sith ally (including the Capital Ship), TIE Dagger gains 10% Max Protection and 5% Tenacity until the end of the encounter.
Modify stat
Tenacity
by
5%
* CONTEXT_VALUE
(additive)
Level 3
At the start of the battle or when Reinforced, for each active Sith ally (including the Capital Ship), TIE Dagger gains 10% Max Protection and 10% Tenacity until the end of the encounter.
Modify stat
Tenacity
by
10%
* CONTEXT_VALUE
(additive)
Level 4
At the start of the battle or when Reinforced, for each active Sith ally (including the Capital Ship), TIE Dagger gains 20% Max Protection and 10% Tenacity until the end of the encounter.
Modify stat
Tenacity
by
10%
* CONTEXT_VALUE
(additive)
Level 5
At the start of the battle or when Reinforced, for each active Sith ally (including the Capital Ship), TIE Dagger gains 20% Max Protection and 10% Tenacity until the end of the encounter. The first time each enemy falls below 100% Health, TIE Dagger gains 25 Defense Penetration (stacking) for the rest of the encounter.
For
All
from
Enemy Side
who are Alive
and is selftag_tiedagger
Modify stat
Resistance Penetration
by
25
(additive)
Effect is unresistable
Level 6
At the start of the battle or when Reinforced, for each active Sith ally (including the Capital Ship), TIE Dagger gains 20% Max Protection and 10% Tenacity until the end of the encounter. The first time each enemy falls below 100% Health, TIE Dagger gains 25 Defense Penetration (stacking) for the rest of the encounter.
Whenever another ally attacks an enemy with a Concussion Mine, TIE Dagger assists dealing 50% less damage (once per turn).
For
All
from
Ally Side
who are Alive
and is selftag_tiedagger
Where an active effect
doesn't have tags
concussion_mine_assist_marker
or paralysis_debuff
or special_paralysis_debuff
or daze_debuff
or no_assist
or ignore_me
This effect will EXECUTE if
the previous
query returned CONTEXT_VALUE > 0
For
All
from
Ally Side
who are Alive
and is selftag_tiedagger
Where an active effect
doesn't have tags
concussion_mine_assist_marker
or paralysis_debuff
or special_paralysis_debuff
or daze_debuff
or no_assist
or ignore_me
This effect will EXECUTE if
the previous
effect successfully executed
The target(s) perform
1
bonus moves
Max number of attacks in single turn for this effect: 1
For
All
from
Ally Side
who are Alive
and is selftag_tiedagger
This effect will EXECUTE if
the previous
bonus move successfully executed
Applies an Immunity effect to the target(s)
Descriptive
concussion_mine_assist_marker
Effected Tags
derp
Effect expires on:
0xRound End
Level 7
At the start of the battle or when Reinforced, for each active Sith ally (including the Capital Ship), TIE Dagger gains 20% Max Protection and 10% Tenacity until the end of the encounter. The first time each enemy falls below 100% Health, TIE Dagger gains 25 Defense Penetration (stacking) for the rest of the encounter.
Whenever another ally attacks an enemy with a Concussion Mine, TIE Dagger assists dealing 50% less damage (once per turn). At the start of TIE Dagger's turn, recover 20% Protection per enemy with less than 100% Health.
For
All
from
Ally Side
who are Alive
and is selftag_tiedagger
Where an active effect
doesn't have tags
concussion_mine_assist_marker
or paralysis_debuff
or special_paralysis_debuff
or daze_debuff
or no_assist
or ignore_me
This effect will EXECUTE if
the previous
query returned CONTEXT_VALUE > 0
For
All
from
Ally Side
who are Alive
and is selftag_tiedagger
Where an active effect
doesn't have tags
concussion_mine_assist_marker
or paralysis_debuff
or special_paralysis_debuff
or daze_debuff
or no_assist
or ignore_me
This effect will EXECUTE if
the previous
effect successfully executed
The target(s) perform
1
bonus moves
Max number of attacks in single turn for this effect: 1
Recover
using previous effect's context
(CONTEXT_VALUES_SUM * 20%) * TARGET_MAX_PROTECTION as Protection
Descriptive
protection_recovery
Level 8
At the start of the battle or when Reinforced, for each active Sith ally (including the Capital Ship), TIE Dagger gains 20% Max Protection and 10% Tenacity until the end of the encounter. The first time each enemy falls below 100% Health, TIE Dagger gains 25 Defense Penetration (stacking) for the rest of the encounter.
Whenever TIE Dagger uses a Basic ability against an enemy with less than 100% Health, score a critical hit if possible. Whenever another ally attacks an enemy with a Concussion Mine, TIE Dagger assists dealing 50% less damage (once per turn). At the start of TIE Dagger's turn, recover 20% Protection per enemy with less than 100% Health.
For
All
from
Ally Side
who are Alive
and is selftag_tiedagger
Where an active effect
doesn't have tags
concussion_mine_assist_marker
or paralysis_debuff
or special_paralysis_debuff
or daze_debuff
or no_assist
or ignore_me
This effect will EXECUTE if
the previous
query returned CONTEXT_VALUE > 0
For
All
from
Ally Side
who are Alive
and is selftag_tiedagger
Where an active effect
doesn't have tags
concussion_mine_assist_marker
or paralysis_debuff
or special_paralysis_debuff
or daze_debuff
or no_assist
or ignore_me
This effect will EXECUTE if
the previous
effect successfully executed
The target(s) perform
1
bonus moves
Max number of attacks in single turn for this effect: 1