Solar Bloom
Deals 120% of your magic attack power as magic damage to targets within 6 range. On a critical hit, inflicts Dizziness for 5 seconds. After 40 seconds, it crumbles and returns to nature. Attacks once every 1 seconds.
Leaves that have drunk the sun are ready to burn their enemies.
Effects & keywords
How the math works
The attack routine runs on a one second tick. Each tick raises the plant's lifetime counter by one and lowers its attack counter by one; when the attack counter runs out the plant attacks and the counter is reset. Solar Bloom resets it from its own sixth value, and the counter starts at 1, so the first attack is the first tick and every tick after it is another attack.
Where it lands: The damage is figured from the summoner's Magic Attack: the plant is a building and carries no stat block of its own.
When it runs: Every second the plant stands, from the moment it is summoned until it crumbles.
What it applies to: Every attack the plant makes while it stands. The cadence is driven by the routine's own counter, not by a skill cooldown.
Worked numbers
| Seconds since it was summoned | Attacks landed |
|---|---|
| 1 | 1 |
| 2 | 2 |
| 5 | 5 |
| 10 | 10 |
| 20 | 20 |
| 40 | 40 |
Attacks landed by that moment.
Rule of thumb: Every second it stands is one more attack.
Things the tooltip does not tell you
- The reset value is the plant's own sixth number, which is why its in-game text already states the cadence. That match is what proves one counter step is one second for all three nature plants.
- The routine counts whole one second ticks, so an attack only ever lands on a whole second after the plant is summoned.
How it interacts with other effects
- Because it attacks every second, it rolls for the critical hit that inflicts Dizziness far more often than the other two nature plants.
- Sunheart Bloom hits harder per attack but fires four times less often, so a Solar Bloom puts out more damage per second than one of those does.
Read out of the game binary of build 24354931. AFFECTER_SolarBloom.Passive_SolarBloomAttack.<AttackRoutine>d__8$$MoveNext@0x97865c
Effects
Raw values: 6, 120, 5, 1, 40, 1
Properties
| Max stack | Does not stack |
| Polarity | None |
| Has duration | no |
| Absolute (can't be removed) | yes |
| Exposed to player | yes |
| Building attachable | yes |
Referenced by
Buildings (default trait):
Solar Bloom
Obtained from
Buildings: Default trait of
Solar Bloom