Making tamed MeleeDamage increase by a constant value

Hi!

I’ve encountered a slight problem.

In Dino_Character_Status_Component_BP_<dinoname>_C there is “Max Gained Per Level Up Is Percent” (Which we call A) and “Amount Max Gained Per Level Up Value” (which we call B)

If I set the values in A to 0 then the stats per level up will be constant, and not percent-based.
If I afterwards set Health in B to 100, the dinos health will increase by 135 every time I spend a stat-point in Health. (It increases by 135 and not by 100 because the “Extra Tamed Health Multiplier” is set to 1.35)

I thought that setting MeleeDamageMultiplier in A to 0, and then setting the same value in B to 0.1 would always add 10% to melee damage when spending a stat-point in it. I.e. even if I have a level 10000 dino, it will only get 10% added to the thousand something melee damage it has. This is not the case, as the melee damage seems to always be a percent of the base melee damage (it had when tamed).

Can someone tell me how to achieve the desired result?

You’re correct and I have this working in my mod.

Remember there are 2 Amount Max Gained… one for wild, one for tamed. Make sure you are configuring both. Both use “A”

I was wondering if you could help me. Is there any guide to what means what in the “DinoCharacterStatusComponent_BP_<dino>”?

I ask this because I am having issues with the interpretation of what I am seeing, it seems that the Spino’s “DinoCharacterStatusComponent_BP_Spino” reflects completely different stats to this. In particular the “Amount Max Gained Per Level Up Value” for health and melee damage seem to reflect completely differently to the stats shown in the above link. I know that there are other things that contribute to the finial modifier, what I cant work out is how they all interact (e.g. how does the melee value 0.5 in “Amount Max Gained Per Level Up Value” interact with the value 0.4 in “Taming Max Stat Multipliers” and/or the value of 0.5 in “Taming Max Stat Additions”).

Thanks in advance.