Reflector
You can find a video tutorial for Reflectors ▶ here.
The Reflector Processor redirects the final calculated Effect value to one or more Actors according to the configuration defined by the resolved Reflector Stat and its Signature.
Reflection is evaluated separately for the Source Actor and the Target Actor.
The Reflector Stat is resolved as follows:
Base Stat (BS) Processors
- For the Target Actor, the Reflector Stat is obtained directly from the Target Stat's Reflector Relative Stat.
- For the Source Actor, the Reflector Stat is obtained from the Source Actor using the Stat Key referenced by the Target Stat's Reflector Relative Key.
Attribute Stat (AS) / Multi Attribute Stat (MAS) Processors
- For the Target Actor, the Reflector Stat is obtained from the Target Actor using the Stat Key referenced by the Attribute Stat's Reflector Relative Key.
- For the Source Actor, the Reflector Stat is obtained directly from the Attribute Stat's Reflector Relative Stat, since the Attribute Stat already belongs to the Source Actor.
The resolved Stat must be a Reflector Stat.
Variations
Ships as BS, AS and MAS × Float Int, each with an _Effector form. See the Processor naming scheme.
The Relative Stat can be any shape — one Processor reads all of them:
| Stat shape | Use case |
|---|---|
| Plain Stat | Thorns — reflect 20% of the final damage back at whoever dealt it, after Modifiers and crits. |
| Source Separated | Curse of Reprisal — reflect only the damage dealt by the boss that applied the curse; the rest of the pack is unaffected. |
| Signature Separated list | Flame Mirror — bounce fire damage back and let physical damage through, from a single Reflector Stat. |
| Signature Separated list of Source Separated Stats | Reflect the fire damage from one specific enemy, and nothing else. |
| Suffix | Expects | Use case |
|---|---|---|
_Effector | Resolved on the Effector's Actor | A spiked shield reflects whatever it blocks. The reflection follows the shield, not the Actor holding it. |
Reflecting here uses the final value, so crits and Modifiers are included. To reflect the raw incoming value instead, use the Precontribution Reflector.