How the math works
Damage Dealt Bonus += FloatValues[0] x current Mood = -8 x Mood percentage points.
When it runs: A permanent status on the wearer, set when the effect starts and re-set every time an effect is applied to the wearer.
What it applies to: Every hit the wearer deals, all damage types: it is the Damage Dealt Bonus stat, the same additive bracket as other damage dealt bonuses.
Things the tooltip does not tell you
- It is re-evaluated only when an effect is applied to the wearer (mood effects arrive as effects), and only when the change is larger than a float epsilon.
- Mood 0 gives 0.
- When the wearer moves between the settlement and a dungeon, the passive is re-attached as a transfer and keeps its stored bonus instead of recomputing it.
Read out of the game binary of build 25846389. Refactor.Combat.AffecterRelated.AFFECTER_ForgottenIdol.Passive_ForgottenIdol.CalculateBonus@0x96B084, Refactor.Combat.AffecterRelated.AFFECTER_ForgottenIdol.Passive_ForgottenIdol.OnAffecterApply@0x96B33C, Refactor.Combat.AffecterRelated.AFFECTER_ForgottenIdol.Passive_ForgottenIdol.<AddBonusRoutine>d__8.MoveNext@0x96B4EC, Refactor.Combat.AffecterRelated.AFFECTER_ForgottenIdol.Passive_ForgottenIdol.OnEnable@0x96AF84, Refactor.Combat.AffecterRelated.PassiveAction.Attach@0x9B92C0
Effects
Properties
| Max stack | Does not stack |
| Polarity | None |
| Has duration | no |
| Absolute (can't be removed) | yes |
| Exposed to player | no |
| Building attachable | no |
Referenced by
Items (on equip):
Forgotten Idol
Obtained from
Items:
Forgotten Idol