Difference between revisions of "Attribute Factor (CEffectDamage)"
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fname=CEffectDamage.AttributeFactor[]| | fname=CEffectDamage.AttributeFactor[]| | ||
type=fixed array| | type=fixed array| | ||
− | desc=The bonus factor applied to the amount of damage dealt based on the target's attribute flags. Each attribute flag has its own independently-set factor. These bonuses are normalized such that a reported factor of 0 corresponds to an actual factor of 1. So for example, a bonus of 0.25 would increase damage by 25% (or equivalently, multiply the damage by 1.25), and a bonus of -25% would decrease damage by 25% (or equivalently, multiply the damage by 0.75). For information on how multiple bonuses are applied when the target meets the conditions for more than one bonus, see the | + | desc=The bonus factor applied to the amount of damage dealt based on the target's attribute flags. Each attribute flag has its own independently-set factor. These bonuses are normalized such that a reported factor of 0 corresponds to an actual factor of 1. So for example, a bonus of 0.25 would increase damage by 25% (or equivalently, multiply the damage by 1.25), and a bonus of -25% would decrease damage by 25% (or equivalently, multiply the damage by 0.75). For information on how multiple bonuses are applied when the target meets the conditions for more than one bonus, see the documentation on the [[Total (CEffectDamage)|''Total'' field]]. Damage modification from attribute bonuses are applied before armor reduction is considered. |
}} | }} | ||
Revision as of 22:19, 23 November 2010
- Name
- Attribute Factor
- Fully-Qualified Name
- CEffectDamage.AttributeFactor[]
- Type
- fixed array
- Description
- The bonus factor applied to the amount of damage dealt based on the target's attribute flags. Each attribute flag has its own independently-set factor. These bonuses are normalized such that a reported factor of 0 corresponds to an actual factor of 1. So for example, a bonus of 0.25 would increase damage by 25% (or equivalently, multiply the damage by 1.25), and a bonus of -25% would decrease damage by 25% (or equivalently, multiply the damage by 0.75). For information on how multiple bonuses are applied when the target meets the conditions for more than one bonus, see the documentation on the Total field. Damage modification from attribute bonuses are applied before armor reduction is considered.
Indices
- Armored
- Biological
- Heroic
- Hover
- Light
- Massive
- Mechanical
- Psionic
- Robotic
- Structure