/// <summary> /// multiplies a base value of a status effect (say damage for example) /// by the designated governing stat (say physical power for example) converted to a percentage. (so a stat value of 18 is multipled by .01 making it .18) /// One is added to the percentage so that the stats add to the base vaule not divide it. (So .18 becomes 1.18 which when multiplied works as 18 percent increase) /// Then the that is multiplied by an overall modifier to determin how strong of an impact the stats have on the base value. So a multiplier of 1 means that a stat of 18 will add 18 percent to the /// </summary> public virtual void SetModifiers() { foreach (StatusValue sVal in statusValues) { float governingStatValue = stats.GetGoverningStat(sVal.governingStat); sVal.val = sVal.baseValue * (((governingStatValue * sVal.multiplyer) * percentCoversion) + 1) ; } }