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Add parsing for some new mods #878
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This commit converts the maximum damage reduction for any damage type is (%d+)%% mod to also use the MAX mod type instead of OVERRIDE and implements a more general solution in case other damage types have simillar mods in the future. Signed-off-by: Paliak <91493239+Paliak@users.noreply.github.com>
The cap is applied after all calculations. Signed-off-by: Paliak <91493239+Paliak@users.noreply.github.com>
This uses the logis from simillar mods. I tried making it more generic with piece wise parsing but i wouldn't work with the existing mods. Signed-off-by: Paliak <91493239+Paliak@users.noreply.github.com>
Signed-off-by: Paliak <91493239+Paliak@users.noreply.github.com>
…reshold Solution is general and should work for other simillar mods. This also adds general Ailment Threshold parsing and adds it under the "Other Ailment Defenses" section on the calcs tab. This is currently just a modDB:Sum display without any extra processing. Signed-off-by: Paliak <91493239+Paliak@users.noreply.github.com>
Signed-off-by: Paliak <91493239+Paliak@users.noreply.github.com>
… Maximum Cold and Lightning Resistance Signed-off-by: Paliak <91493239+Paliak@users.noreply.github.com>
…d Lightning Resistance at 50% of their value Signed-off-by: Paliak <91493239+Paliak@users.noreply.github.com>
Signed-off-by: Paliak <91493239+Paliak@users.noreply.github.com>
20% increased Movement Speed while an enemy with an Open Weakness is in your Presence 40% increased Skill Speed while an enemy with an Open Weakness is in your Presence 50% more damage against enemies with an Open Weakness Signed-off-by: Paliak <91493239+Paliak@users.noreply.github.com>
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Description of the problem being solved:
I've tried to keep the solution generic.
Currently the type specific cap is implemented before the global one from"maximum damage reduction for any damage type is (%d+)%%"Now the effective damage reduction cap is
m_min(typeSpecificMax, genericMax). I've updated the rest of the code to use damage type specific cap values; though it seems like this is only currently used for PDR/Armour related calcs.Adds parsing for Maximum Evade Chance is 50%
Add support for Defend with 200% of Armour
This just reuses the existing code. I tried making the parsing more generic by making it piece wise but it then failed to parse the already existing mods.
Again generic solution. Kept the parsing for the maximum ES mod above separate as this could would differently with max/unreserved sources.
Again fairly generic here. Added a display as it seems Ailment Threshold was not implemented at all. Although this is just a modDB:Sum display currently.
Adds parsing for 50% more Mana Cost if you have no Energy Shield
Adds parsing for Modifiers to Maximum Fire Resistance also grant Maximum Cold and Lightning Resistance
261a7b6
Adds parsing for Modifiers to Fire Resistance also grant Cold and Lightning Resistance at 50% of their value
2c1e3c3
Adds parsing for Totems have 30% more Skill Speed
Adds parsing for Open Weakness mods
Link to a build that showcases this PR: