## Settings file was created by plugin Rising Tides v1.1.2 ## Plugin GUID: com.themysticsword.risingtides [Elites: Aquamarine] ## How much health should this elite aspect's on-use heal regenerate? (in %) # Setting type: Single # Default value: 10 On Use Heal = 10 ## How long should this elite's on-hit bubble trap last? (in seconds) # Setting type: Single # Default value: 5 Bubble Duration = 5 ## Targets cannot be trapped again until this time passes. How long should this immunity last? (in seconds) # Setting type: Single # Default value: 10 Bubble Cooldown = 10 ## How many times should you press Interact to leave the bubble early? # Setting type: Int32 # Default value: 5 Bubble Break Outs Required = 5 ## How much health this elite should have? (e.g. 18 means it will have 18x health) # Setting type: Single # Default value: 18 Health Boost Coefficient = 18 ## How much damage this elite should have? (e.g. 6 means it will have 6x damage) # Setting type: Single # Default value: 6 Damage Boost Coefficient = 6 [Elites: Bismuth] ## How much barrier should this elite aspect's on-use effect regen? (in %) # Setting type: Single # Default value: 25 On Use Barrier Recharge = 25 ## How much less health should this elite have? (in %) # Setting type: Single # Default value: 50 Health Reduction = 50 ## How much less damage should this elite take when barrier is active? (in %) # Setting type: Single # Default value: 50 Barrier Damage Resistance = 50 ## Should this elite ignore knockback when barrier is active? # Setting type: Boolean # Default value: true Barrier Knockback Resistance = true ## How quickly should this elite's barrier decay? (in %) # Setting type: Single # Default value: 0 Barrier Decay Rate = 0 ## How much barrier should this elite spawn with? (in %) # Setting type: Single # Default value: 100 Starting Barrier = 100 ## How long should the on-hit debuff last? (in seconds) # Setting type: Single # Default value: 1 Debuff Duration = 1 ## How much health this elite should have? (e.g. 18 means it will have 18x health) # Setting type: Single # Default value: 18 Health Boost Coefficient = 18 ## How much damage this elite should have? (e.g. 6 means it will have 6x damage) # Setting type: Single # Default value: 6 Damage Boost Coefficient = 6 [Elites: Magnetic] ## How long should this elite aspect's on-use projectile-stopping aura last? (in seconds) # Setting type: Single # Default value: 7 On Use Shield Duration = 7 ## How far should the money drain aura reach? (in metres) # Setting type: Single # Default value: 13 Aura Radius = 13 ## How much less gold should this elite drop? (in %) # Setting type: Single # Default value: 50 Gold Drop Reduction = 50 ## How strong should the on-hit force be? # Setting type: Single # Default value: 1500 Downward Force = 1500 ## How much health this elite should have? (e.g. 18 means it will have 18x health) # Setting type: Single # Default value: 4 Health Boost Coefficient = 4 ## How much damage this elite should have? (e.g. 6 means it will have 6x damage) # Setting type: Single # Default value: 2 Damage Boost Coefficient = 2 [Elites: Nocturnal] ## How long should this elite aspect's on-use invisibility last? (in seconds) # Setting type: Single # Default value: 10 On Use Invisibility Duration = 10 ## How long should this elite's on-hit debuff last? (in seconds) # Setting type: Single # Default value: 4 Debuff Duration = 4 ## How far should you be able to see when debuffed by this elite? (in metres) # Setting type: Single # Default value: 20 Debuff Vision Distance = 20 ## How much faster should this elite move out of danger? (in %) # Setting type: Single # Default value: 100 Movement Speed = 100 ## How much faster should this elite attack out of danger? (in %) # Setting type: Single # Default value: 30 Attack Speed = 30 ## How much health this elite should have? (e.g. 18 means it will have 18x health) # Setting type: Single # Default value: 4 Health Boost Coefficient = 4 ## How much damage this elite should have? (e.g. 6 means it will have 6x damage) # Setting type: Single # Default value: 2 Damage Boost Coefficient = 2 [Elites: Onyx] ## How much damage should this elite aspect's on-use detonation deal to each enemy per their debuff stack? (in %) # Setting type: Single # Default value: 100 On Use Detonation Damage Per Mark = 100 ## How far should the pull radius be? (in metres) # Setting type: Single # Default value: 25 Pull Distance = 25 ## How strong should the pull be? (in m/s) # Setting type: Single # Default value: 6 Pull Power = 6 ## Should the pull get weaker the further away you are from the elite? # Setting type: Boolean # Default value: true Pull Weaker By Distance = true ## Should the pull get weaker the more current health the elite has? # Setting type: Boolean # Default value: true Pull Weaker By HP = true ## How likely should this elite be to inflict the on-hit debuff? (in %) # Setting type: Single # Default value: 100 Mark Chance = 100 ## How long should the on-hit debuff last? (in seconds) # Setting type: Single # Default value: 30 Mark Duration = 30 ## How much base damage should the debuff do on the 7th stack? (scales with level) # Setting type: Single # Default value: 60 Mark Base Damage = 60 ## How much health this elite should have? (e.g. 18 means it will have 18x health) # Setting type: Single # Default value: 18 Health Boost Coefficient = 18 ## How much damage this elite should have? (e.g. 6 means it will have 6x damage) # Setting type: Single # Default value: 6 Damage Boost Coefficient = 6 [Elites: Realgar] ## How long should this elite aspect's on-use damage-over-time immunity last? (in seconds) # Setting type: Single # Default value: 10 On Use DoT Immunity Duration = 10 ## How often should the rift shoot a projectile? (in seconds) # Setting type: Single # Default value: 0.27 Rift Projectile Interval = 0.27 ## How much damage should the rift's projectiles deal? (in %, relative to the owner's damage) # Setting type: Single # Default value: 60 Rift Projectile Damage = 60 ## How long should this elite's debuff DoT last? (in seconds) # Setting type: Single # Default value: 4 Scar Duration = 4 ## How much health this elite should have? (e.g. 18 means it will have 18x health) # Setting type: Single # Default value: 18 Health Boost Coefficient = 18 ## How much damage this elite should have? (e.g. 6 means it will have 6x damage) # Setting type: Single # Default value: 6 Damage Boost Coefficient = 6 ## How much damage should this elite's on-hit damage-over-time debuff deal? (in %) # Setting type: Single # Default value: 5 Scar Damage Per Tick = 5 ## How often should this elite's on-hit damage-over-time debuff tick? (in seconds) # Setting type: Single # Default value: 0.2 Scar Damage Interval = 0.2 [Enabled Elites] # Setting type: Boolean # Default value: true Bismuth = true # Setting type: Boolean # Default value: true Onyx = true # Setting type: Boolean # Default value: true Realgar = true # Setting type: Boolean # Default value: true Magnetic = true # Setting type: Boolean # Default value: true Nocturnal = true # Setting type: Boolean # Default value: true Aquamarine = true [General] ## If true, most of the numerical balance-related config options will be ignored and will use recommended default values. These are usually the values that might get tweaked often during mod updates. # Setting type: Boolean # Default value: true Ignore Balance Changes = true