Doom Sword
Every attack is a critical hit.
Taking any damage instantly kills the player.
Implementation
We use DoomSword_Attack as the Effect Attribute Stat.
DoomSwordAttack — Float Stat Effect (MAS)
Float Stat Effect (MAS):
DoomSwordAttackProcessor Id:
Standard_FloatAttributes:
EverythingTarget Stat:

HealthValue:
-5Attribute Stat Keys [0]:

AttackAttribute Stat Keys [1]:

DoomSword_AttackThis Stat has a CritRate relation with a value of 1.
DoomSword_Attack — Stat (Clamped Float)
Stat (Clamped Float):
DoomSword_AttackStat Key:
DoomSword / FloatClamped / AttackRelation: CriticalRate_Applying:

DoomSword_CritRateDoomSword_CritRate — Stat (Clamped Float)
Stat (Clamped Float):
DoomSword_CritRateStat Key:
DoomSword / FloatClamped / CritRateDefault:
1Max:
1Since the CritProcessor sums the CritRate and CritMultiplier values from all Attribute Stats, the CritRate reaches 1, causing every attack to be a critical hit.
For the instant-death mechanic, we use a CounterEffect Stat injected into the Health Stat with negative Effect values being tracked.
DieOnDamage — Stat (CounterEffect Signed)
Stat (CounterEffect Signed):
DieOnDamageStat Key:
DoomSword / CounterEffect / DieOnDamageRedirection Target:
Modifier SourceRedirected Effect Source:
Modifier SourceTargeting Environment Id:
DefaultTrigger On:
AppliedIncoming Effect Sign:
NegativeDefault:
DieOnDamageInt Stat Effect (BS):
DieByCurseTarget Stat:
Default / IntClamped / DeadValue:
1When the player takes damage, the CounterEffect detects the negative Effect and triggers the die Effect.
DieByCurse — Int Stat Effect (BS)
Int Stat Effect (BS):
DieByCurseTarget Stat:

DeadValue:
1