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Modifier

You can find a video tutorial for Modifiers ▶ here.

The Modifier Processor modifies the Effect value according to the contribution rules defined by the resolved Modifier Stat and its Signature.

The contribution value is obtained from the resolved Modifier Stat.

Modifiers are evaluated separately for the Source Actor and the Target Actor.

The Modifier Stat is resolved as follows:

Base Stat (BS) Processors​

  • For the Target Actor, the Modifier Stat is obtained directly from the Target Stat's Modifier Relative Stat.
  • For the Source Actor, the Modifier Stat is obtained from the Source Actor using the Stat Key referenced by the Target Stat's Modifier Relative Key.

Attribute Stat (AS) / Multi Attribute Stat (MAS) Processors​

  • For the Target Actor, the Modifier Stat is obtained from the Target Actor using the Stat Key referenced by the Attribute Stat's Modifier Relative Key.
  • For the Source Actor, the Modifier Stat is obtained directly from the Attribute Stat's Modifier Relative Stat, since the Attribute Stat already belongs to the Source Actor.

The resolved Stat must be a Modifier Stat.

Variations​

Ships as BS, AS and MAS × Float Int. BS additionally ships signed and non-Stat forms. See the Processor naming scheme.

The Relative Stat can be any shape — one Processor reads all of them:

Stat shapeUse case
Plain StatRage — +20% to all outgoing damage.
Signature Separated listOne Health_ReceivingModifier Modifier Stat holds separate values for fire, ice and physical, all read through the same relation.
SuffixExpectsUse case
_EffectorResolved on the Effector's ActorThe bonus lives on the weapon or turret rather than on its owner.
_SignedPositive/Negative Relative KeysBS only. A +50% HealingReceived Modifier that boosts heals on Health without also boosting the damage.
NonStat_ModifierA constant on the Processor assetBS only. A fixed global rule — a difficulty setting that scales all incoming damage — with no Stat to author or maintain.