buff stat type

Last-modified: 2023-08-04 (金) 18:04:10

クソ多い

stat_typestat_sub_type意味amount
hp_heal_amount多分行動するごとにHP回復?1=1回復
hp_heal_percent回復スキルの性能アップ1=100&
hp_heal_received_percent味方から回復を受けた時の回復上昇
combat_stat_multiplymax_hp最大HP上昇
damage_low最低ダメージ上昇
damage_high最高ダメージ上昇。
combat_stat_addattack_ratingACC上昇。1=100
crit_chanceクリティカル率上昇。1=100%
defense_ratingDODGE上昇。1=100
protection_ratingProt上昇1=100%
speed_ratingSPD上昇1=1
riposte_on_hit_chanceわからん。反撃チャンスなのかな?
riposte_on_miss_chanceわからん。相手の攻撃かわした後の反撃チャンス?
resistancestun気絶抵抗上昇1=100%
move強制移動抵抗
poison毒抵抗
bleed出血抵抗
disease病気抵抗
debuffデバフ抵抗
death_blowデスブロー抵抗
trap罠抵抗

poison_chance
bleed_chance
stress_dmg_percent optional Stress Source
stress_dmg_received_percent optional Stress Source
stress_heal_percent optional Stress Source
stress_heal_received_percent optional Stress Source
party_surprise_chance
monsters_surprise_chance
ambush_chance
scouting_chance
starving_damage_percent
upgrade_discount armour
weapon
combat_skill
camping_skill
… can be used for making custom tooltips, because this buff doesn't crash or throw errors with custom sub type
damage_received_percent
debuff_chance
resolve_check_percent
stun_chance
move_chance
remove_negative_quirk_chance
food_consumption_percent
resolve_xp_bonus_percent
activity_side_effect_chance add_currency
remove_currency
add_trinket
remove_trinket
activity_lock
apply_buff
go_missing
vampire_evolution_duration
quirk_evolution_death_immune
disable_combat_skill_attribute heal
buff
debuff
bleed
poison
stun
tag
stress
move
disease
guard
daze
guard_blocked
tag_blocked
ignore_protection
ignore_stealth rules don't work
crit_received_chance
riposte effect ID
status
tag
guarded
vampire
stealth
hp_dot_bleed
hp_dot_poison
hp_dot_heal
stress_dot
shuffle_dot rule only works if remove_if_not_active is set to true, which kills the buff if rule condition isn't met
torch_increase_percent
torch_decrease_percent
torchlight_burn_percent was changed since CoM update:
works in all ranks
value above 0 -> torch burns faster
value below 0 -> slower
stress_on_miss
stress_from_idle_in_town
shard_reward_percent
shard_consume_percent
damage_reflect_percent

hp_dot_bleed_duration_received_percentたぶんレシーブなので、受けた時に出血の継続時間が長くなる的なかんじと思う。つまり自分に対して発動1=100%
hp_dot_bleed_duration_percentこっちはレシーブが無いので、与えた時の出血の継続時間の長さ。これは確認済み。1=100%なので調整しないととんでもねぇことになる1=100%
hp_dot_bleed_amount_received_percentこれも受けた時の出血のダメージ量と思われ。受けた時に出血ダメージを半減、とかに使えるのかな1=100%
hp_dot_bleed_amount_percentこれは与えた時の出血ダメージ。1=100%なので、レベルによって出血ダメージが上昇する場合、とんでもねぇ数値になる時がある1=100%
hp_dot_poison_duration_received_percent
hp_dot_poison_duration_percent
hp_dot_poison_amount_received_percent
hp_dot_poison_amount_percent
これは毒1=100%
stress_dot_duration_received_percent
stress_dot_duration_percent
stress_dot_amount_received_percent
stress_dot_amount_percent
ストレス1=100%
hp_heal_dot_duration_received_percent
hp_heal_dot_duration_percent
hp_heal_dot_amount_received_percent
hp_heal_dot_amount_percent
リジェネ。というかDoTってダメージオーバータイムの略だからヒールに使うのってなんかへんなイメージある。
余談だけど、DoTの発祥はFF11って人がいるけど、俺が知っている限りだとUltima Online、Ever Questくらいから使われたんじゃないかな~と思います。ディアブロかもしれんけど
1=100%
shuffle_dot_duration_received_percent
shuffle_dot_duration_percent
たぶん強制移動の時のこと1=100%
guard_duration_received_percent
guard_duration_percent
ガードの場合1=100%

cure_bleed_received_chance
cure_poison_received_chance
cure_bleed_chance
cure_poison_chance
random_target_friendly_chance
random_target_attack_chance
transfer_debuff_from_attacker_chance
transfer_buff_from_attacker_chance
quirk_tag_evolution_duration Quirk Tag can be used for custom tooltips
deathblow_chance
heartattack_stress_heal_percent
ignore_guard
buff_duration_percent Affects not only buffs but debuffs, dots, marks, guards, etc.
riposte_duration_percent