Strange seed aura
Units within 1 range gain health regeneration equal to 15% of the summoner's magic attack power. After 20 seconds, it crumbles and returns to nature.
Potential that has not yet bloomed holds value in itself.
How the math works
Heal = floor(summoner Magic Attack Power (stat 27) x FloatValues[1] x 0.01). FloatValues[1] is 15 in the AffecterTable row, so 15 percent.
When it runs: Runs when the seed's delegated heal behaviour is called (GetDelegatedBehaviour with a non-zero index).
What it applies to: The summoner is looked up from the seed that is healing, through SummonedBuildingResolver.GetSummonerUnit.
Things the tooltip does not tell you
- Before build 25846389 the affecter kept one cached passive and every seed healed through it, so all seeds used the stats of the last summoner. This matches the v0.4.29 patch note on Strange Seeds.
Read out of the game binary of build 25846389. AFFECTER_StrangeSeedAura.GetDelegatedBehaviour@0x9AC0A8, AFFECTER_StrangeSeedAura.<Heal>d__2.MoveNext@0x9AD73C, AFFECTER_StrangeSeedAura.Passive_StrangeSeedHeal.<Heal>d__11.MoveNext@0x9A0E9C
Effects
Raw values: 1, 15, 20
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):
Strange Seed
Obtained from
Buildings: Default trait of
Strange Seed