Yaro13 Posted July 3, 2019 Share Posted July 3, 2019 "NumSensorLockImpairedEffects": 2, "SensorsImpairedEffect": { "durationData": { "duration": 1, "ticksOnActivations": true, "useActivationsOfTarget": true, "stackLimit": 1 }, "targetingData": { "effectTargetType": "SingleTarget", "showInTargetPreview": true, "showInStatusPanel": true }, "effectType": "StatisticEffect", "Description": { "Id": "AbilityDefPPC", "Name": "SENSORS IMPAIRED", "Details": "[AMT] Difficulty to all of this unit's attacks until its next activation.", "Icon": "uixSvgIcon_status_sensorsImpaired" }, "nature": "Debuff", "statisticData": { "statName": "AccuracyModifier", "operation": "Float_Add", "modValue": "1.5", "modType": "System.Single" } }, Does anyone know the exact mechanics of effects in the game? I mean "stackLimit" can be -1 0 1 2 ...0 means one possible modifier+"modValue" operation? All PPC effects stackLimit=0. But SensorLock has 1...And 1 means one operation now and the next one on the next tick (turn)? Or twice on this turn? Or it is possible only when "stackLimit"=2?And what about -1? And if "duration"= 2 and the next PPC hit happens on the next turn - this means debuff doubling or simple substitution (when exactly 1 copy of effect ends)?Also "ticksOnActivations": false makes effect internal or not?And what about "AccuracyModifier" 1.0 means -5% or 1.0 / "ToHitModifierDivisor" = 1.0/10 = 0.1 = 10% ??? And "NumSensorLockImpairedEffects" or "NumSensorLockSteps" are "not about" stacking? If you still trying to read this :smile: please say what you know, I need some help... Link to comment Share on other sites More sharing options...
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