Min Max Offset
The Min Max Offset Processor adds a percentage offset to the calculated Effect value based on the Minimum and Maximum Offset Stats.
A common use case is implementing a weapon damage range.
For example, suppose a weapon has a damage range of 15–25, while its base Attack value is 20.
To produce this range:
- Min Offset = -5
- Max Offset = +5
A random value is generated within the offset range. Suppose the generated value is 16.
The Processor calculates:
Difference = 16 - 20 = -4
Rate = Difference / Base Attribute Stat Value
Rate = -4 / 20 = -20%
This calculated rate is then applied to the final Effect value.
For example, if the calculated damage after all previous processing is 100, the final applied damage becomes 80.
Min Max Offset is a Source-side only Processor.
The Min and Max Offset Stats are resolved as follows:
Attribute Stat (AS) / Multi Attribute Stat (MAS) Processors
- For the Target Actor, the Offset Stats are obtained from the Target Actor using the Stat Keys referenced by the Attribute Stat's Relative Keys.
- For the Source Actor, the Offset Stats are obtained directly from the Attribute Stat's Relative Stats, since the Attribute Stat already belongs to the Source Actor.
The resolved Stats must be:
- Float Stats for the MinMaxOffset_Float Processor.
- Int Stats for the MinMaxOffset_Int Processor.
Variations
Ships as AS and MAS × Float Int. There is no BS form — the damage range belongs to the Attribute Stat that produced the value, not to the Stat being hit. See the Processor naming scheme.
| Asset | Use case |
|---|---|
ASPostcontribution_MinMaxOffset_Int | A weapon's PhysicalAttack of 20 rolls in a 15–25 band, from Min Offset -5 and Max Offset +5. |
MASPostcontribution_MinMaxOffset_Int | An Effect carrying PhysicalAttack and FireAttack rolls a separate spread for each, so the two halves vary independently. |
The _Float assets are the same Processors for Float offsets.