Home · skill · Mace_Benediction_Passive_Status

Your Attacks deal an additional 20% Faith and generate a Benediction stack.

Properties

status
QA
nature
Status
duration
10
steps
on=13props={}type=0effects=[{"effect":0,"scaling":[{"ratio":0.2,"atb":"Faith"}],"affinity":"Magic","flags":0}]id=Damageon=0props={}type=11visuals={"fxs":[{"set":"Light_Aura_Mace","props":{"offset":{"x":0,"y":0,"z":0.5,"height":0}},"attachName":"Weapon","flags":8,"scale":1,"space":0}]}duration=-1
Raw data
{
  "status": "QA",
  "gfx": {
    "file": "UI/icons/atlas_weapon_Mace_96PX.png",
    "size": 48,
    "x": 6,
    "y": 0,
    "width": 2,
    "height": 2
  },
  "id": "Mace_Benediction_Passive_Status",
  "nature": "Status",
  "texts": {
    "name": "Blessing",
    "desc": "Your [Attack]s deal an additional ::dmg:: and generate a ::ref_name:: stack.",
    "refs": {
      "ref": "Mace_Benediction_Status"
    }
  },
  "anim": {},
  "duration": 10,
  "steps": [
    {
      "on": 13,
      "props": {},
      "type": 0,
      "effects": [
        {
          "effect": 0,
          "scaling": [
            {
              "ratio": 0.2,
              "atb": "Faith"
            }
          ],
          "affinity": "Magic",
          "flags": 0
        }
      ],
      "id": "Damage"
    },
    {
      "on": 0,
      "props": {},
      "type": 11,
      "visuals": {
        "fxs": [
          {
            "set": "Light_Aura_Mace",
            "props": {
              "offset": {
                "x": 0,
                "y": 0,
                "z": 0.5,
                "height": 0
              }
            },
            "attachName": "Weapon",
            "flags": 8,
            "scale": 1,
            "space": 0
          }
        ]
      },
      "duration": -1
    }
  ],
  "flags": [],
  "mastery": [],
  "props": {
    "status": {
      "types": [
        {
          "type": "Buff"
        }
      ],
      "maxStacks": 10
    }
  },
  "vars": {},
  "script": "var Benediction = Skill.Mace_Benediction_Status;\nvar SelfBuff = Skill.Mace_Benediction_Passive_Status;\n\nfunction onInflictDamage(dmg) {\n\tif (dmg.isBaseAttack) {\n\t\tplayStep(Steps.Damage, dmg.target);\n\t\tif (dmg.isFirstHit) {\n\t\t\tconsumeStatus(owner, SelfBuff, 1);\n\t\t\taddStatus(owner, Benediction);\n\t\t}\n\t}\n}\n\nfunction onInflictDamageEval(hit) {\n\tif (rank >= 3) {\n\t\tif (hit.isBaseAttack) {\n\t\t\thit.critChance += sourceSkill.vars.chance;\n\t\t}\n\t}\n}"
}