Magic Saturation
As days pass, monsters in the Abyssal Dungeon grow stronger.
The strengthening effects are cumulative.
Day 0–20 : Magic Saturation Level 1
Day 20–40 : Magic Saturation Level 2
Day 40–60 : Magic Saturation Level 3
Day 60–100 : Magic Saturation Level 4
Effects & keywords
Magic Saturation Level 1: For each day that has passed in this stage, all monsters' Max Health Total increases by 1%.
Magic Saturation Level 2: For each day that has passed in this stage, all monsters' Physical Attack Power and Magic Attack Power increase by 1%.
Magic Saturation Level 3: For each day that has passed in this stage, all monsters' Physical Resistance and Magic Resistance increase by 1.
Magic Saturation Level 4: For each day that has passed in the current stage, all monsters' Damage Dealt and Damage Taken increase by 0.5%.
How the math works
The bonus amount is capped at 100. Off (no affecter) is zero. Day 1-20 adds that amount as a percent to max health. Day 21-40 also adds it to physical and magic attack. Day 41-60 also adds it flat to both resistances. Day 61-100 also adds damage dealt of amount times 0.5 and damage taken of amount times -0.5. Later bands keep earlier stats. Combat difficulty percents add with the saturation percents, then apply once; resist and the two damage bonuses are flat adds on top.
Where it lands: Max health and both attacks use PerModifier percents. Both resistances are flat. Damage dealt and damage taken ride the same bonus stats other effects use. Abyss Rebound floor health is a different affecter and is not this bonus.
When it runs: When an Abyss monster is created, if the campaign has Magic Saturation on, Barrier applies the day-band stats.
What it applies to: Every Infinite Abyss inhabitant (UnitTable rows whose key starts UNIT_Abyss, which is the same set as SubFaction Abyss). Forgotten Abyss campaign rooms that are not those units do not get it. Experience, move, vision and attack speed are untouched.
Rule of thumb: Default Day 100: health x2, both attacks x2, +100 both resists, they deal x1.5, they take x0.5.
Things the tooltip does not tell you
- The parent AffecterTable float row is unused; the bands and the 100 cap live in Barrier.
- Past-100 extra health seen in play is not this cap being ignored. Barrier amount never exceeds 100.
- When the effect is re-attached by a map transfer (PassiveAction IsTransferAttach), OnEnable keeps the active flag, so Barrier does not run a second time for the same monster.
How it interacts with other effects
- Combat difficulty PerModifier percents add with saturation percents, then apply once: health = base x (difficulty percent + saturation percent) / 100, not difficulty times saturation.
- Abyss Rebound and Rebound2 floor health are a different affecter and do not change these numbers.
Read out of the game binary of build 25846389. AFFECTER_MagicSaturation.Passive_MagicSaturation.OnTime@0x955098, AFFECTER_MagicSaturation.Passive_MagicSaturation.<Barrier>d__4$$MoveNext@0x955298, InGameRecordContainer.GetFirstEnterAbyssDay@0xB67310, InGameRecordContainer.SetFirstEnterAbyssDay@0xB67318, MapTransitionPostCommitService.ApplyTargetDungeonProgress@0xDB9CFC, AFFECTER_MagicSaturation.Passive_MagicSaturation.OnEnable@0x954EC0
Effects
The strengthening effects are cumulative.
Day 0–20 : Magic Saturation Level 1
Day 20–40 : Magic Saturation Level 2
Day 40–60 : Magic Saturation Level 3
Day 60–100 : Magic Saturation Level 4 The bonus is capped at 100. Day bands add health, then attacks, then resists, then damage dealt and damage taken.
Raw values: 50, 100, 5
Categories:
Properties
| Max stack | Does not stack |
| Polarity | None |
| Has duration | no |
| Absolute (can't be removed) | yes |
| Exposed to player | no |
| Building attachable | no |
Obtained from
Game system: Applied by the game when a unit spawns