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Limiter

You can find a video tutorial for Limiters ▶ here.

The Limiter Processor is available for Numerable Stats.

It limits the calculated Effect value using either a minimum or maximum limit. The limiting behavior is defined by the resolved Limiter Stat and its Signature.

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

The Limiter Stat is resolved as follows:

Base Stat (BS) Processors​

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

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

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

The resolved Stat must be:

  • A Float Stat for the Limiter_Float Processor.
  • An Int Stat for the Limiter_Int Processor.

Variations​

Ships as BS, AS and MAS × Float Int. See the Processor naming scheme.

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

Stat shapeUse case
Plain StatDamage Cap — no single hit may remove more than 200 Health, whatever the source.
Signature Separated listCap fire damage at 200 and physical at 500, from one Limiter Stat with two Inner Stats.
SuffixExpectsUse case
_EffectorResolved on the Effector's ActorThe cap belongs to the weapon — a training sword can never deal more than 1 damage, in anyone's hands.