Hey, I had a fairly similar question recently here
, and 'll go through what i've managed to figure out. I'm still not certain what everything does, so I'd be very interested if anyone had a real answer.
When I was creating a skill, it was doing the scaling by default. I created a copy of the BurnMyEyes/Peace Of Mind skill to edit, but I wanted to have a flat debuff at all levels.
There were 3 Stats rows I had to create/copy in the Stats Editor:
1. SkillData > Target
2. StatusData > Status_CONSUME
3. Stats > PotionSkillData > Target:Has a SkillProperties column, of the form ([Status_CONSUME row Name], 100, duration)
. I have no idea what the 100 indicates, but most skills seemed to have it there. This row seemed to contain general skill information like description/animations/icons/AP cost.The Name for this column corresponds to the SkillID when setting the skill to the UseAction of a scroll or skillbook.StatusData > Status_CONSUME:
I'm not sure exactly what these are for, but the Status_CONSUME rows look like all the links for each buff/debuff skill/effect.It has a StatsId column that links to the Stats>Potion effects, where the skill effects are input.
It also has some description/display name fields.Stats > Potion:
This is where I defined the skill effects.There's a few rows called Act/Act part/Act strength that seem to set the scaling somehow.
When I set Act part to 12, it allowed me to set arbitrary values for the attribute fields and have them reflect back correctly in the skill. If I used lower values for Act part it seemed to scale down the effects somehow (if you look at the different size healing potions they do something similar to scale the amount healed, because each size potion has the Vitality field set to 400, but each potion obviously heals for a different amount).
So I'm not sure of the exact workings behind it, hopefully one of the Larian devs/employees might be able to shed some light on it, but that was what I had figured out and if might save you some time. If you want your skill to scale, clear the Act/Act part/Act strength fields in Stats>Potion and test it at different levels, that seemed to do it for me.