Vital Blessing
Status effect #145227 · Séraphin server
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#145227
Vital Blessing
Beneficial
Vital Blessing
Recovering HP when struck.
Recovering HP when struck.
How to get it?
Skill that applies it
Raw server dataRaw StateResource values, as read by the game server.
Detailed explanations of the values are only available in French.
Effect by status effect level
| Applies to | Server formula | Lv. 1 |
|---|---|---|
| value_2 | 10 + 3 × lv. | 13 |
| value_4 | 1.5 + 0 × lv. | 1.5 |
| value_6 | 5 + 1 × lv. | 6 |
Values applied by the server: a ratio (0.1 = +10%) for amplifications, points for flat bonuses. The suggested level is the one of the auto-buff or of the shop pack.
- Effect type
- 39 · EF_ADD_STATE_BY_SELF_ON_BEING_ATTACKED
- Group
- 0 · No group
- Exclusion groups (do not stack)
- —
- Can affect
- characters, summoned creatures, monsters
- Duration type (mask)
- 1
- Icon file
- icon_unicorn_act_resuscitation_condition
Values value_0 to value_19
| Slot | Value | Meaning |
|---|---|---|
| value_0 | 1065 | #1065m_vProcByBeingAttacked.back().proc = new StructStateProc(static_cast< StructState::StateCode >((int) value_0), value_2 + value_3 * lv, (value_4 + value_5 * lv) * 100, nTarget, value_13); |
| value_2 | 10 | m_vProcByBeingAttacked.back().proc = new StructStateProc(static_cast< StructState::StateCode >((int) value_0), value_2 + value_3 * lv, (value_4 + value_5 * lv) * 100, nTarget, value_13); |
| value_3 | 3 | m_vProcByBeingAttacked.back().proc = new StructStateProc(static_cast< StructState::StateCode >((int) value_0), value_2 + value_3 * lv, (value_4 + value_5 * lv) * 100, nTarget, value_13); |
| value_4 | 1.5 | m_vProcByBeingAttacked.back().proc = new StructStateProc(static_cast< StructState::StateCode >((int) value_0), value_2 + value_3 * lv, (value_4 + value_5 * lv) * 100, nTarget, value_13); |
| value_6 | 5 | m_vProcByBeingAttacked.push_back(_ATTACK_TAG(value_6 + value_7 * lv, value_14, value_15, value_16, value_17, value_12, value_18, NULL)); |
| value_7 | 1 | m_vProcByBeingAttacked.push_back(_ATTACK_TAG(value_6 + value_7 * lv, value_14, value_15, value_16, value_17, value_12, value_18, NULL)); |
| value_8 | 99 | if(value_8 != ItemBase::CLASS_EVERY_WEAPON && weapon_class != value_8 && weapon_class != value_9 && weapon_class != value_10 && weapon_class != value_11) |
| value_12 | 23 | m_vProcByBeingAttacked.push_back(_ATTACK_TAG(value_6 + value_7 * lv, value_14, value_15, value_16, value_17, value_12, value_18, NULL)); |
| value_18 | 99 | m_vProcByBeingAttacked.push_back(_ATTACK_TAG(value_6 + value_7 * lv, value_14, value_15, value_16, value_17, value_12, value_18, NULL)); |

