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update Taming #7767

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Jul 22, 2024
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6 changes: 4 additions & 2 deletions src/Data/Uniques/ring.lua
Original file line number Diff line number Diff line change
Expand Up @@ -1181,20 +1181,22 @@ Prismatic Ring
League: Domination, Nemesis
Source: Vendor Recipe
Variant: Pre 3.0.0
Variant: Pre 3.25.0
Variant: Current
Requires Level 30
Implicits: 1
{tags:jewellery_resistance}+(8-10)% to all Elemental Resistances
{variant:1}{tags:jewellery_elemental,attack}15% increased Elemental Damage with Attack Skills
{variant:2}{tags:jewellery_elemental,attack}30% increased Elemental Damage with Attack Skills
{variant:1}{tags:jewellery_resistance}+(10-15)% to all Elemental Resistances
{variant:2}{tags:jewellery_resistance}+(20-30)% to all Elemental Resistances
{variant:2,3}{tags:jewellery_resistance}+(20-30)% to all Elemental Resistances
{variant:1}{tags:jewellery_elemental}15% increased Elemental Damage
{variant:2}{tags:jewellery_elemental}30% increased Elemental Damage
{variant:1}5% chance to Freeze, Shock and Ignite
{variant:2}10% chance to Freeze, Shock and Ignite
{variant:2,3}10% chance to Freeze, Shock and Ignite
{variant:1}10% increased Damage per Freeze, Shock and Ignite on Enemy
{variant:2}20% increased Damage with Hits and Ailments per Freeze, Shock and Ignite on Enemy
{variant:3}(30-40)% increased Elemental Damage with Hits and Ailments for each type of Elemental Ailment on Enemy
]],[[
Tasalio's Sign
Sapphire Ring
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9 changes: 9 additions & 0 deletions src/Modules/ModParser.lua
Original file line number Diff line number Diff line change
Expand Up @@ -3077,6 +3077,15 @@ local specialModList = {
mod("EnemyModifier", "LIST", { mod = mod("DamageTaken", "INC", num) }, { type = "ActorCondition", actor = "enemy", var = "Poisoned" }),
} end,
-- Elemental Ailments
["(%d+)%% increased elemental damage with hits and ailments for each type of elemental ailment on enemy"] = function(num) return {
mod("ElementalDamage", "INC", num, { type = "ActorCondition", actor = "enemy", var = "Frozen" }),
mod("ElementalDamage", "INC", num, { type = "ActorCondition", actor = "enemy", var = "Chilled" }),
mod("ElementalDamage", "INC", num, { type = "ActorCondition", actor = "enemy", var = "Ignited" }),
mod("ElementalDamage", "INC", num, { type = "ActorCondition", actor = "enemy", var = "Shocked" }),
mod("ElementalDamage", "INC", num, { type = "ActorCondition", actor = "enemy", var = "Scorched" }),
mod("ElementalDamage", "INC", num, { type = "ActorCondition", actor = "enemy", var = "Brittle" }),
mod("ElementalDamage", "INC", num, { type = "ActorCondition", actor = "enemy", var = "Sapped" }),
} end,
["your shocks can increase damage taken by up to a maximum of (%d+)%%"] = function(num) return { mod("ShockMax", "OVERRIDE", num) } end,
["%+(%d+)%% to maximum effect of shock"] = function(num) return { mod("ShockMax", "BASE", num) } end,
["your elemental damage can shock"] = { flag("ColdCanShock"), flag("FireCanShock") },
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