Rate
A layer's rate by damage type: electricity counts double on a shield, and not on the Health behind it
portionshavingunlessabsorb up to ... aslose ... on holderA layer's rate by damage type, the owner's ask for the online shooter's layers: electricity counts double on a shield, and not on the Health behind it. The portions recipe scales a portion by its type at a defence, a rate on the whole hit; here the rate is the shield's alone. The electric portion is soaked at half what the shield holds, and the shield loses twice what it soaked; what it couldn't soak goes on to Health at its own size. The other portions soak whole, after it, from what the shield has left. The two rules are one effect's, heard on one actor, so they run as written.
# A layer's rate by damage type, the owner's ask for the online shooter's layers: electricity counts double on a shield,# and not on the Health behind it. The portions recipe scales a portion by its type at a defence, a rate on the whole# hit; here the rate is the shield's alone. The electric portion is soaked at half what the shield holds, and the shield# loses twice what it soaked; what it couldn't soak goes on to Health at its own size. The other portions soak whole,# after it, from what the shield has left. The two rules are one effect's, heard on one actor, so they run as written.rate 60stat MaxHealthstat MaxShieldpool Health max MaxHealthpool Shield max MaxShielddamage Healthstages Soakportions Physical Electriceffect ShieldRate before Damage of holder having Electric at Soak when holder.Shield > 0 absorb up to holder.Shield / 2 as soaked lose Shield soaked * 2 on holder before Damage of holder unless Electric at Soak when holder.Shield > 0 absorb into Shieldarchetype Trooper base MaxHealth 100 base MaxShield 40 full Health Shield has ShieldRateability Arc target one deal 20 Physical + 10 Electric to targetarchetype Gunner grants Arccatalog rate.ledger# The owner's numbers: 40 of shield and 100 of health; an electric 30, and a physical 30.play "an electric 30 spends 20 of itself on the shield, doubled to its 40, and 10 on Health" make t Trooper deal 30 to t Electric expect t.Shield = 0 from content: 20 of the hit soaked at 40 / 2, the shield losing twice that, 40 expect t.Health = 90 from content: the 10 the shield couldn't soak, at its own size, 100 - 10play "a physical 30 spends 30 of the shield and none of Health" make t Trooper deal 30 to t Physical expect t.Shield = 10 from content: 40 less the hit's 30, soaked whole expect t.Health = 100 from content: the hit soaked wholeplay "a hit of 20 physical and 10 electric: the electric soaks first, at 20 of the shield, and the physical takes the 20 left" make g Gunner make t Trooper act g Arc at t expect t.Shield = 0 from content: 10 electric soaked, the shield losing 20, then 20 physical soaked from the 20 left expect t.Health = 100 from content: both portions soaked wholeWhat a change to Health meets
Every rule in this recipe a change to Health passes through, in order. Each line is a link to the rule.
Health: a change to it meets 2 rules, in this order before, at Soak ShieldRate: Damage of holder having Electric at Soak when holder.Shield > 0 (content/cookbook/mechanics/rate.ledger:17) absorbs from it, changes Shield; held by Trooper ShieldRate: Damage of holder unless Electric at Soak when holder.Shield > 0 (content/cookbook/mechanics/rate.ledger:20) absorbs from it into Shield; held by Trooper no archetype lacks a layer its like hold