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Add partial support for Attrition skill gem
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2 files changed

+27
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lines changed

2 files changed

+27
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src/Data/Skills/act_str.lua

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@@ -762,6 +762,19 @@ skills["AttritionPlayer"] = {
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label = "Attrition",
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incrementalEffectiveness = 0.054999999701977,
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statDescriptionScope = "attrition",
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statMap = {
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["skill_attrition_presence_max_seconds"] = {
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mod("Multiplier:AttritionMaxDamage", "BASE", nil, 0, 0, { type = "GlobalEffect", effectType = "Buff"}),
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},
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["skill_attrition_culling_strike_at_x_or_more_stacks"] = {
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mod("Multiplier:AttritionCullSeconds", "BASE", nil, 0, 0, { type = "GlobalEffect", effectType = "Buff"}),
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},
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["skill_attrition_hit_damage_+%_final_vs_rare_or_unique_enemy_per_second_ever_in_presence_up_to_max"] = {
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{mod("Damage", "MORE", nil, 0, KeywordFlag.Hit, { type = "GlobalEffect", effectType = "Buff"}, { type = "Multiplier", var = "EnemyPresenceSeconds", actor = "enemy", limitVar = "AttritionMaxDamage", div = 2, limitTotal = true }, { type = "ActorCondition", actor = "enemy", var = "RareOrUnique" })},
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{mod("CullPercent", "MAX", nil, 0, 0, { type = "GlobalEffect", effectType = "Buff"}, { type = "MultiplierThreshold", var = "EnemyPresenceSeconds", actor = "enemy", thresholdVar = "AttritionCullSeconds"}, { type = "ActorCondition", actor = "enemy", var = "RareOrUnique" }),
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value = 10,}
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},
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},
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baseFlags = {
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},
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constantStats = {

src/Export/Skills/act_str.txt

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@@ -41,6 +41,20 @@ local skills, mod, flag, skill = ...
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#skill AttritionPlayer
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#set AttritionPlayer
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#flags
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statMap = {
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statMap = {
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["skill_attrition_presence_max_seconds"] = {
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mod("Multiplier:AttritionMaxDamage", "BASE", nil, 0, 0, { type = "GlobalEffect", effectType = "Buff"}),
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},
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["skill_attrition_culling_strike_at_x_or_more_stacks"] = {
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mod("Multiplier:AttritionCullSeconds", "BASE", nil, 0, 0, { type = "GlobalEffect", effectType = "Buff"}),
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},
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["skill_attrition_hit_damage_+%_final_vs_rare_or_unique_enemy_per_second_ever_in_presence_up_to_max"] = {
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{mod("Damage", "MORE", nil, 0, KeywordFlag.Hit, { type = "GlobalEffect", effectType = "Buff"}, { type = "Multiplier", var = "EnemyPresenceSeconds", actor = "enemy", limitVar = "AttritionMaxDamage", div = 2, limitTotal = true }, { type = "ActorCondition", actor = "enemy", var = "RareOrUnique" })},
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{mod("CullPercent", "MAX", nil, 0, 0, { type = "GlobalEffect", effectType = "Buff"}, { type = "MultiplierThreshold", var = "EnemyPresenceSeconds", actor = "enemy", thresholdVar = "AttritionCullSeconds"}, { type = "ActorCondition", actor = "enemy", var = "RareOrUnique" }),
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value = 10,}
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},
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},
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#mods
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#skillEnd
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