User:NtCarlson/Sandbox: Difference between revisions

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Cleaned up section titles
(Start of list of detached DRS effects for spells)
(Cleaned up section titles)
 
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* The number of damage instances can grow exponentially with the number of '''damage rider sources'''. For example, if you {{SAI|Sneak Attack}} a {{Cond|Burning}} target with the {{RarityItem|Firestoker}}, you will create 4 independent damage instances: the base attack, the sneak attack, '''Burned Alive''' triggered by the base attack, and '''Burned Alive''' triggered by the sneak attack. If you add {{SAI|Phalar Aluve: Shriek}}, this will increase to 8 '''DRS''' instances since Shriek will be triggered by each of the 4 preceding instances.
* The number of damage instances can grow exponentially with the number of '''damage rider sources'''. For example, if you {{SAI|Sneak Attack}} a {{Cond|Burning}} target with the {{RarityItem|Firestoker}}, you will create 4 independent damage instances: the base attack, the sneak attack, '''Burned Alive''' triggered by the base attack, and '''Burned Alive''' triggered by the sneak attack. If you add {{SAI|Phalar Aluve: Shriek}}, this will increase to 8 '''DRS''' instances since Shriek will be triggered by each of the 4 preceding instances.


== Weapon riders (<code>CharacterWeaponDamage()</code>, etc.) ==
== Weapon riders ==
This category of damage increasing abilities applies only to your weapon (or unarmed) attack damage and nothing else.
This category of damage increasing abilities applies only to your weapon (or unarmed) attack damage and nothing else.
One weapon attack will apply each '''weapon rider''' exactly once.
One weapon attack will apply each '''weapon rider''' exactly once.
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If a damage boost is not listed in one of the sections below, assume that it is a '''weapon rider''' by default.
If a damage boost is not listed in one of the sections below, assume that it is a '''weapon rider''' by default.


==Damage Riders (<code>DamageBonus()</code>) ==
== Damage riders ==
Unlike '''weapon riders''', '''damage riders''' can "ride" on damage sources other than weapon or unarmed damage.
Unlike '''weapon riders''', '''damage riders''' can "ride" on damage sources other than weapon or unarmed damage.
This makes them more flexible and potentially abusable than basic '''weapon riders'''.
This makes them more flexible and potentially abusable than basic '''weapon riders'''.
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The top 5 '''damage riders''' in the above list are '''universal'''. They will apply to any damage instance, even ones '''detached''' from a spell or attack. All the other '''damage riders''' involve conditions like <code>IsSpell()</code> or <code>IsMeleeAttack()</code> so any damage instance that is not a part of a spell or weapon attack cannot be boosted by these non-'''universal damage riders'''. Status effect damage like {{Cond|Simple Toxin}} is an example of damage '''detached''' from any attack or spell that can only be boosted by '''universal damage riders'''. See below for a more detailed discussion of '''detached''' damage instances.
The top 5 '''damage riders''' in the above list are '''universal'''. They will apply to any damage instance, even ones '''detached''' from a spell or attack. All the other '''damage riders''' involve conditions like <code>IsSpell()</code> or <code>IsMeleeAttack()</code> so any damage instance that is not a part of a spell or weapon attack cannot be boosted by these non-'''universal damage riders'''. Status effect damage like {{Cond|Simple Toxin}} is an example of damage '''detached''' from any attack or spell that can only be boosted by '''universal damage riders'''. See below for a more detailed discussion of '''detached''' damage instances.


== Damage rider sources (<code>DealDamage())</code> ==
== Damage rider sources ==
Damage bonus implemented with <code>DealDamage()</code> (i.e. '''Damage rider sources''') are the underlying cause for much of the unintuitive damage mechanics in Baldur's Gate 3.
Damage bonus implemented with <code>DealDamage()</code> (i.e. '''Damage rider sources''') are the underlying cause for much of the unintuitive damage mechanics in Baldur's Gate 3.


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