Yep, I saw that today.
That saved me going through a lot of speculations !
Unfortunately I only had the spells.txt at work so I couldn't do much.
I noticed an empty spell at the beginning of each aspect. Example for the Inquisitor :
mgr.defineSpell( "xxxin_po_dominanz", {
eiStateName = "",
fxTypeCast = "",
fxTypeSpell = "",
duration = 0.000000,
animType = "ANIM_TYPE_SM11",
animTypeApproach = "ANIM_TYPE_INVALID",
animTypeRide = "ANIM_TYPE_INVALID",
animTypeSpecial = "ANIM_TYPE_INVALID",
causesSpellDamage = 1,
tokens = {
},
fightDistance = -1.000000,
aspect = "EA_IN_POWER",
cooldown = 0.000000,
soundProfile = 0,
cost_level = 0,
cost_base = 0,
focus_skill_name = "skill_IN_power_focus",
lore_skill_name = "skill_IN_power_lore",
spellClass = "",
spellcontroltype = "eCAtype___invalid",
sorting_rank = 0,
})
Either I'm missing something, either they are planned for maybe an extension ? Or maybe just a template but why name it dominanz ?
Not really interesting I'm just curious.
Anyway, the formula for debuffs seems pretty right. I think we should test that. And by testing I mean multiplayer, apply a debuff and look (preferably a debuff on attack or def value so it's easy to track).
And I think it would be interesting to change the values in spells and blueprints for testing.