Choose the failure mode first
A defensive slot can protect an attack from interruption, prevent particular status damage, or sustain a Pal that keeps dealing damage. These are different jobs. A support Pal that rarely attacks cannot exploit an on-hit recovery effect as reliably as a bruiser.
Effects present in the acquired passive descriptions
| Passive | Recorded package | Best question to ask |
|---|---|---|
| Diamond Body | Defense +30%; flinch and knockback immunity | Are interrupted animations wasting my damage? |
| Burly Body | Defense +20%; flinch immunity | Can the cheaper standard option solve this fight? |
| Heavyweight | Defense +20%; knockback immunity | Is displacement the specific problem? |
| Idiosyncratic | Defense +25%; auto-regeneration modifier +50%; poison/burn damage immunity | Is status attrition or party sustain the problem? |
| Immortality | Attack +15%; auto-regeneration modifier +100%; damage-linked recovery | Can this Pal remain on target and deal damage? |
Do not hide the conflicting lifesteal claim
Immortality restores its Pal carrier from actual HP damage attributed to that Pal. In the traced normal HP-damage path, shield-only damage restores nothing. Positive damage uses nominal 5% recovery, float32 multiplication/subtraction, truncation toward zero and a minimum request of 1 HP; recovery stops at the carrier’s effective maximum HP and does not revive it. It does not grant the trainer this self-targeted healing. Other damage callbacks and encounter healing-per-second are not established by this rule.
The English source sentence used the regeneration slot (100) in its life-steal placeholder. The actual LifeSteal slot is 5; regeneration raw 100 and Attack raw 15 remain separate effects. The original description and slot conflict remain in the linked passive record.
| Actual HP damage | Requested HP before maximum-HP cap |
|---|---|
| 0 | 0 |
| 1 | 1 |
| 19 | 1 |
| 20 | 1 |
| 100 | 4 |
| 200 | 9 |
| 1000 | 50 |
Three role templates
For a slow-animation raid attacker, start by testing Diamond Body and reserve the other slots for the build’s damage/cooldown needs. For a field mount or active support, consider Idiosyncratic’s status protection. For a persistent damage dealer, test Immortality’s recovery under controlled conditions before giving up an offensive slot. Idiosyncratic and Immortality are marked mutation-only; Diamond Body is in the standard pool.
Read sustain as three distinct effects
A damage dealer may use on-hit recovery and automatic regeneration in the same fight, but those have different triggers. A support that rarely hits cannot assume the same LifeSteal contribution as an attacker that stays in contact. The attack field belongs to its own effect slot and is not another recovery coefficient.
Keep damage, incoming pressure and the deployed role fixed when comparing survivability. The source’s preference for Immortality on sustained attackers is a role recommendation; the native LifeSteal equation is now bound, while an encounter-specific survival guarantee still needs separate evidence.