Sunheart Bloom
Deals 140% of magic attack power as magic damage to all nearby enemies and applies Critical Weakness for 3 seconds. Applies 1 of Dizziness on a critical hit. After 20 seconds, it crumbles and returns to nature.
The heart of the blazing sun blooms as a flower, burning all impurities into ashes.
Effects & keywords
Critical Weakness (on enemy): Critical Damage Bonus taken from critical hits increases. Received Critical Damage Bonus +50% (a crit that would deal +50% deals +100%).
Dizziness (on enemy): Applies Stun for 1 seconds when 2 stacks accumulate. Stacks reset when Stun is applied.
Stun: Unable to act for a brief period.
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. The reset is a constant 4 compiled into the routine, and the counter starts at 2, so the first hit is the second tick and every hit after it is 4 ticks later.
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 hit 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 | Hits landed |
|---|---|
| 2 | 1 |
| 6 | 2 |
| 10 | 3 |
| 14 | 4 |
| 20 | 5 |
Hits landed by that moment.
Rule of thumb: Every 4 seconds it stands is one more hit, with the first at 2 seconds.
Things the tooltip does not tell you
- The 4 second cadence is in neither the tables nor the in-game description: the reset is a constant compiled into the attack routine, so no data change can move it.
- The attack counter starts at 2 rather than at the interval, so the opening hit comes twice as fast as the ones that follow.
How it interacts with other effects
- The Critical Weakness a hit applies runs out before the next hit arrives 4 seconds later, so a target is exposed in bursts rather than for the whole time the plant stands.
- It hits harder per attack than Solar Bloom but fires four times less often, so a Solar Bloom puts out more damage per second; what this plant buys is the wider hit and the Critical Weakness, not a faster rate.
Read out of the game binary of build 24354931. AFFECTER_SunHeartBloom.Passive_SunHeartBloomAttack.<AttackRoutine>d__9$$MoveNext@0x975844
Effects
Raw values: 140, 3, 1, 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):
Sunheart Bloom
Obtained from
Buildings: Default trait of
Sunheart Bloom