What It Is

A multi-damage type execution calculation that handles multiple damage types in a single Gameplay Effect. Instead of applying Physical and Fire damage as separate effects, this consolidates them into ONE execution with per-type resistance mitigation.

What It Does

When a multi-damage attack needs to be applied, this execution calculation processes all damage types through a unified pipeline:

  1. Discovers damage types by scanning all SetByCaller tags matching Data.Damage.* pattern
  2. For each damage type:
  3. Sums all mitigated damage into a single total
  4. Applies stack scaling (optional damage multiplier based on GE stack count)
  5. Applies diminishing returns (automatic magnitude reduction for repeated effects)
  6. Tracks overflow (overkill damage for finishing blow mechanics)
  7. Applies lifesteal (heals attacker based on total damage dealt)
  8. Applies final damage to the Health attribute atomically
  9. Triggers notifications for status effect synergies

Its Purpose

Standard WCGASExecCalc_BaseDamage reads ONE SetByCaller tag (Data.Damage) and processes it. Multi-damage attacks (e.g., a flaming sword dealing Fire + Physical) would require multiple Gameplay Effects. This execution consolidates that into ONE effect with ONE execution—reducing overhead and ensuring atomic damage application.

How It's Used

Step 1: Create Gameplay Effect (Instant)

Step 2: Configure Ability Blueprint