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* Add support for generic "hazard" mod parsing
* Add support for "Escalating Mayhem" (dmg per triggered Hazard)
* Add support for "hazards have x% chance to rearm"
* Fix "hazard_rearm_%_chance" in SkillStatMap
* Add "Chance to Rearm" breakdown to CalcSections
* Add support for "Enemies affected by your Hazards recently have x" (Shredding Contraptions")
* Damage affects ailments, this mod should only affect hit rate
* Move calculation to CalcOffence and fix for Ice shards
Moved the calculation to calc offence so we can handle the re-arming of the hazards created by Ice Shards which does not have the `is_hazard` stat but can still rearm as I tested in-game.
Also now caps at 100% in case GGG adds more rearm chance mods in the future
---------
Co-authored-by: majochem <majochem@users.noreply.github.com>
Co-authored-by: LocalIdentity <localidentity2@gmail.com>
c["16% increased Mana Regeneration Rate while not on Low Mana"]={{[1]={[1]={neg=true,type="Condition",var="LowMana"},flags=0,keywordFlags=0,name="ManaRegen",type="INC",value=16}},nil}
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c["16% increased Mana Regeneration Rate while stationary"]={{[1]={[1]={type="Condition",var="Stationary"},flags=0,keywordFlags=0,name="ManaRegen",type="INC",value=16}},nil}
c["5% increased Critical Hit Chance"]={{[1]={flags=0,keywordFlags=0,name="CritChance",type="INC",value=5}},nil}
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c["5% increased Damage for each Hazard triggered Recently, up to 50%"]={{[1]={flags=0,keywordFlags=0,name="Damage",type="INC",value=5}}," for each Hazard triggered Recently, up to 50% "}
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c["5% increased Damage for each Hazard triggered Recently, up to 50%"]={{[1]={[1]={globalLimit=50,globalLimitKey="DmgPerHazardRecently",type="Multiplier",var="HazardsTriggeredRecently"},flags=0,keywordFlags=0,name="Damage",type="INC",value=5}},nil}
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c["5% increased Damage taken while on Low Life"]={{[1]={[1]={type="Condition",var="LowLife"},flags=0,keywordFlags=0,name="DamageTaken",type="INC",value=5}},nil}
c["5% increased Duration of Damaging Ailments on Enemies"]={{[1]={flags=0,keywordFlags=0,name="EnemyIgniteDuration",type="INC",value=5},[2]={flags=0,keywordFlags=0,name="EnemyBleedDuration",type="INC",value=5},[3]={flags=0,keywordFlags=0,name="EnemyPoisonDuration",type="INC",value=5}},nil}
@@ -3731,9 +3731,8 @@ c["Enemies Hitting you have 10% chance to gain an Endurance, Frenzy or Power Ch
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c["Enemies Ignited by you have -5% to Fire Resistance"]={{[1]={flags=0,keywordFlags=0,name="EnemyModifier",type="LIST",value={mod={[1]={type="Condition",var="Ignited"},flags=0,keywordFlags=0,name="FireResist",type="BASE",value=-5}}}},nil}
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c["Enemies Ignited by you take Chaos Damage instead of Fire Damage from Ignite"]={{[1]={flags=0,keywordFlags=0,name="IgniteToChaos",type="FLAG",value=true}},nil}
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c["Enemies Immobilised by you take 25% less Damage"]={{[1]={flags=0,keywordFlags=0,name="EnemyModifier",type="LIST",value={mod={[1]={type="Condition",var="Immobilised"},flags=0,keywordFlags=0,name="DamageTaken",type="MORE",value=-25}}}},nil}
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c["Enemies affected by your Hazards Recently have 25% reduced Armour"]={nil,"your Hazards Recently have 25% reduced Armour "}
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c["Enemies affected by your Hazards Recently have 25% reduced Armour Enemies affected by your Hazards Recently have 25% reduced Evasion Rating"]={nil,"your Hazards Recently have 25% reduced Armour Enemies affected by your Hazards Recently have 25% reduced Evasion Rating "}
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c["Enemies affected by your Hazards Recently have 25% reduced Evasion Rating"]={nil,"your Hazards Recently have 25% reduced Evasion Rating "}
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c["Enemies affected by your Hazards Recently have 25% reduced Armour"]={{[1]={flags=0,keywordFlags=0,name="EnemyModifier",type="LIST",value={mod={[1]={type="ActorCondition",var="AffectedByHazardRecently"},flags=0,keywordFlags=0,name="Armour",type="INC",value=-25}}}},nil}
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c["Enemies affected by your Hazards Recently have 25% reduced Evasion Rating"]={{[1]={flags=0,keywordFlags=0,name="EnemyModifier",type="LIST",value={mod={[1]={type="ActorCondition",var="AffectedByHazardRecently"},flags=0,keywordFlags=0,name="Evasion",type="INC",value=-25}}}},nil}
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c["Enemies are Culled on Block"]={nil,"Enemies are Culled on Block "}
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c["Enemies have Maximum Concentration equal to 40% of their Maximum Life"]={nil,"Enemies have Maximum Concentration equal to 40% of their Maximum Life "}
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c["Enemies have Maximum Concentration equal to 40% of their Maximum Life Break enemy Concentration on Hit equal to 100% of Damage Dealt"]={nil,"Enemies have Maximum Concentration equal to 40% of their Maximum Life Break enemy Concentration on Hit equal to 100% of Damage Dealt "}
c["Hazards have 15% chance to rearm after they are triggered"]={nil,"Hazards have 15% chance to rearm after they are triggered "}
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c["Hazards have 5% chance to rearm after they are triggered"]={nil,"Hazards have 5% chance to rearm after they are triggered "}
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c["Hazards have 15% chance to rearm after they are triggered"]={{[1]={[1]={skillType=203,type="SkillType"},flags=0,keywordFlags=0,name="HazardRearmChance",type="BASE",value=15}},nil}
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c["Hazards have 5% chance to rearm after they are triggered"]={{[1]={[1]={skillType=203,type="SkillType"},flags=0,keywordFlags=0,name="HazardRearmChance",type="BASE",value=5}},nil}
c["Herald Skills have 30% increased Area of Effect"]={{[1]={[1]={skillType=52,type="SkillType"},flags=0,keywordFlags=0,name="AreaOfEffect",type="INC",value=30}},nil}
{ var="skillForkCount", type="count", label="# of times Skill has Forked:", ifFlag="forking", apply=function(val, modList, enemyModList)
@@ -1619,6 +1622,9 @@ Huge sets the radius to 11.
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{ var="conditionEnemyPacified", type="check", label="Is the enemy Pacified?", ifSkill="Pacify", tooltip="Enemies are Pacified after 60% of Pacify's duration has expired", apply=function(val, modList, enemyModList)
["^hits against you "] = { applyToEnemy = true, flags = ModFlag.Hit },
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["^hits against you [hd][ae][va][el] "] = { applyToEnemy = true, flags = ModFlag.Hit },
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["^enemies near your totems deal "] = { applyToEnemy = true },
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["^enemies affected by your hazards recently [hgd][ae][via][enl] "] = { applyToEnemy = true, tag = { type = "ActorCondition", var = "AffectedByHazardRecently" } },
["(%d+)%% increased damage for each hazard triggered recently, up to (%d+)%%"] = function(num, _, limit) return { mod("Damage", "INC", tonumber(num), { type = "Multiplier", var = "HazardsTriggeredRecently", globalLimit = tonumber(limit), globalLimitKey = "DmgPerHazardRecently" }) } end,
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["hazards have (%d+)%% chance to rearm after they are triggered"] = function(num) return { mod("HazardRearmChance", "BASE", tonumber(num), { type = "SkillType", skillType = SkillType.Hazard })} end,
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-- Totems
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["can have up to (%d+) additional totems? summoned at a time"] = function(num) return { mod("ActiveTotemLimit", "BASE", num) } end,
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["attack skills can have (%d+) additional totems? summoned at a time"] = function(num) return { mod("ActiveTotemLimit", "BASE", num, nil, 0, KeywordFlag.Attack) } end,
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