csharp
public sealed class BaseDamageRuleCompute: what the ability is worth before anything happens to it.
Remarks
The amount is already on the event when the pipeline runs — AbilityCaster puts the definition's base plus its coefficient there — so this rule exists to make the stage non-empty and to be the thing a game replaces when its formula is not "base plus coefficient". It clamps rather than computing, which is the only universally true statement about damage.
Fields and properties (2)
public DamageStage StageWhich stage it runs in.
public int OrderWhere it sits among the rules of that stage. Lower runs first.
Methods (1)
public void Apply(ref DamageEvent hit)What it does.
Used by (1)
- DamagePipelineVixen.Gameplay.Combat