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Reflector

You can find a video tutorial for Reflectors ▶ here.

It allows reflection to be performed according to the incoming Effect value sign and redirects the final calculated Effect value to one or more Actors based on 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:

  • 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.

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 shapeUse case
Plain StatThorns — reflect a share of any incoming damage back at whoever dealt it.
Source SeparatedCurse of Reprisal — reflect only the damage dealt by the boss that applied the curse.
Signature Separated listFlame Mirror — bounce fire damage back; let physical damage through untouched.
Signature Separated list of Source Separated StatsReflect one enemy's fire damage, and nothing else.
SuffixExpectsUse case
_EffectorResolved on the Effector's ActorA spiked shield reflects whatever it blocks, independent of the wielder's own Stats.

The Precontribution form reflects the incoming value, before Modifiers and crits are applied. Use the Postcontribution Reflector to reflect the final number instead.