Question, for Battle Core Plugin:

Action Sequence plugin command VisuMZ_1_BattleCore, MECH: Multipliers

My understanding of Rate vs. Flat seem to not work out and I've been trying to find a search on the topic.

Example for damage:

(Rate, default at 1.00, if I set it to 1.50 before the action effect, the hit will deal 1.5 times the damage)

(Flat, default at +0.00, if I set it to +0.50 before the action effect, I expect the hit to do 1.5 damage as well but it doesn't)

I guess I'm just confused on the difference of Rate vs. Flat for the multipliers. I prefer using Flat because it works additively and can stack with other multipliers that I have planned where as rate just gets set to a set value.

I've verified in game with no variance applied that Flat does not work like I thought it did and was wondering if anyone knew how it worked?

Thanks!

EDIT: Ok so I tested the Rate vs Flat for Crit %, Crit damage, Damage, and Hit % in battle. The Crit % and hit % rate apply a multiplier to your current crit % and hit % where as Flat adds % to your current crit % and hit %. So Flat +0.05 for crit/hit % adds 5% crit/hit chance which is great!

The same does not apply to crit damage and damage though. Rate works as expected but Flat is literally just like it sounds. +0.50 adds 0.5 damage to the end of the calculation. It does say in the plugin command notes that you can use JS code for any of the multipliers and now I'm trying to find a way to make:

Damage/Crit Damage Flat add a percentage of the overall damage at the end of the damage calculation instead of just a Flat number.