Eyeball Soul
When dealing damage, damage increases by 3% × the distance to the target.
Each character can equip only 1 Soul Trait.
If already owned, it will be overwritten.
How the math works
Damage Dealt Bonus of the hit = the soul's first value x the tile distance to the target. The distance is the larger of the two tile gaps, so a diagonal step counts as one tile.
Where it lands: The bonus goes into the Damage Dealt Bonus of that one hit, the same sum as Elder Gloth Soul and Heavy Plumb, so they add up.
When it runs: On every hit the wearer deals, when the hit's stats are worked out.
What it applies to: Every hit the wearer deals: physical and magic, basic attacks and skills.
Things the tooltip does not tell you
- There is no cap: every extra tile adds the same amount.
- The distance is read at the moment of each hit. Nothing builds up and nothing lasts.
Read out of the game binary of build 25846389. AFFECTER_EyeBallSoul.Passive_EyeBallSoul.OnEnable@0x9745D8, AFFECTER_EyeBallSoul.Passive_EyeBallSoul.CheckDamageRoutine@0x974798, Refactor.VectorExtensions.Distance@0x80BFF0, Refactor.Combat.ExecutionData.ModifyUserStat@0x8A8B68, Refactor.Combat.ExecutionProcess.DamageSimulator.CalculateValue@0x94B498
Effects
Each character can equip only 1 Soul Trait.
If already owned, it will be overwritten. Each hit the wearer deals gets more damage for every tile between the wearer and the target, counted as the larger of the two tile gaps, with no cap.
Raw values: 3
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
Items:
Eye Ball Soul Stone