Devrick Pendant
When attacking, absorbs up to 30% of damage dealt as health based on missing health.
How the math works
Heal = the hit's FIXED damage value x (Max HP - current HP) / Max HP x FloatValues[0] x 0.01 = fixed part x missing-HP share x 30 percent.
When it runs: After the hit is processed (TickEvent.OnDamage_AfterProcess).
What it applies to: Hits the wearer deals whose damage value carries a fixed number.
Things the tooltip does not tell you
- The heal reads the damage VALUE the hit was published with (its fixed number), not the damage that landed after crit, guard and resistance.
- The item tooltip and older wiki text say 'percent of damage dealt'; the code reads the fixed value. A hit built only from coefficients heals 0.
Read out of the game binary of build 25846389. Refactor.Combat.AffecterRelated.AFFECTER_DevrickPendant.Passive_DevrickPendant.OnDamage@0x968AF0, Refactor.DataValue.SelfCoef@0x809284, Refactor.Combat.ExecutionProcess.DamageSimulator.CalculateValue@0x94B498
Verified from game code
Heals up to 30% of a hit's flat damage part near 0 HP (15% at half HP, nothing at full HP). Normal skills and basic attacks have no flat part, so they heal nothing.
Effects
Raw values: 30
Properties
| Max stack | Does not stack |
| Polarity | Positive |
| Has duration | no |
| Absolute (can't be removed) | yes |
| Exposed to player | no |
| Building attachable | no |
Referenced by
Items (on equip):
Devrick Pendant
Obtained from
Items:
Devrick Pendant