Expand description
Collection Power: the passive stat bonus paid for OWNING catalog content.
Six catalogs pay: equipment Trigger/Effect stones, laws, artifact stones, ability stones, gacha abilities and pets. Each owned template contributes
b = k_family × weight × u, u = first_share + (1 − first_share) × (L−1)/(Lmax−1)and the sum of every b becomes ONE multiplier on Attack / HP / Armor. The
first copy opens a fixed share of a template’s contribution and its rank
ladder pays the rest, so breadth is worth something immediately while depth
is worth most of it.
Three rules that are design, not implementation detail:
- it reads the COLLECTION, not the loadout — equipping, unslotting or swapping a preset changes nothing here. Only a grant, a rank-up or a feature gate opening does;
- a family pays nothing before its own vertical opens. Ownership carried in from a migration or a legacy grant waits for the gate like everything else, which is why every family below reads the gate it already has rather than a second chapter number authored here. The gate is the chapter the family’s SCREEN opens, never the chapter its first socket does — a stone with nowhere to put it yet is exactly the collection this system exists to pay for;
- artifacts are absent on purpose. They already pay
ArtifactTemplate::ownership_bonuses, and a universal bonus on top would count the same collection twice.
Returned as ("<code>.mod", permyriad) pairs, the same channel artifact
ownership uses, so combat (fight::get_entity_stat), the honest power
scalar (balance::get_attr_from_attrs) and therefore PvE gating and PvP
matchmaking all see one number.
Functions§
- collection_
bonus B_collection— the summed contribution of the whole collection, as a fraction (0.08is the+8%the current catalog is budgeted for).- collection_
stat_ mods - The total collection bonus as
("<code>.mod", permyriad)pairs.