Skip to content
Merged
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
6 changes: 3 additions & 3 deletions src/Modules/CalcPerform.lua
Original file line number Diff line number Diff line change
Expand Up @@ -588,9 +588,6 @@ local function doActorMisc(env, actor)
local output = actor.output
local condList = modDB.conditions

-- Process enemy modifiers
applyEnemyModifiers(actor)

-- Add misc buffs/debuffs
if env.mode_combat then
if env.player.mainSkill.baseSkillModList:Flag(nil, "Cruelty") then
Expand Down Expand Up @@ -864,6 +861,9 @@ local function doActorMisc(env, actor)
modDB:NewMod("Multiplier:SoulEater", "BASE", 1, "Base", { type = "Multiplier", var = "SoulEaterStack", limit = max })
end
end

-- Process enemy modifiers
applyEnemyModifiers(actor)
end

-- Process charges
Expand Down
7 changes: 7 additions & 0 deletions src/Modules/ModParser.lua
Original file line number Diff line number Diff line change
Expand Up @@ -3889,6 +3889,9 @@ local specialModList = {
["nearby enemies have lightning exposure"] = {
mod("EnemyModifier", "LIST", { mod = mod("LightningExposure", "BASE", -10) }, { type = "Condition", var = "Effective" }),
},
["nearby enemies have fire exposure while at maximum rage"] = {
mod("EnemyModifier", "LIST", { mod = mod("FireExposure", "BASE", -10) }, { type = "Condition", var = "Effective" }, { type = "Condition", var = "HaveMaximumRage" }),
},
["nearby enemies have fire exposure while you are affected by herald of ash"] = {
mod("EnemyModifier", "LIST", { mod = mod("FireExposure", "BASE", -10) }, { type = "Condition", var = "Effective" }, { type = "Condition", var = "AffectedByHeraldofAsh" }),
},
Expand Down Expand Up @@ -4962,6 +4965,10 @@ local specialModList = {
["attacks with this weapon have added maximum lightning damage equal to (%d+)%% of your maximum energy shield"] = function(num) return {
mod("LightningMax", "BASE", 1, { type = "PercentStat", stat = "EnergyShield" , percent = num }, { type = "Condition", var = "{Hand}Attack" }, { type = "SkillType", skillType = SkillType.Attack }),
} end,
["attacks with this weapon have added fire damage equal to (%d+)%% of player's maximum life"] = function(num) return {
mod("FireMin", "BASE", 1, { type = "PercentStat", stat = "Life" , percent = num }, { type = "Condition", var = "{Hand}Attack" }, { type = "SkillType", skillType = SkillType.Attack }),
mod("FireMax", "BASE", 1, { type = "PercentStat", stat = "Life" , percent = num }, { type = "Condition", var = "{Hand}Attack" }, { type = "SkillType", skillType = SkillType.Attack }),
} end,
["adds (%d+)%% of your maximum energy shield as cold damage to attacks with this weapon"] = function(num) return {
mod("ColdMin", "BASE", 1, { type = "PercentStat", stat = "EnergyShield" , percent = num }, { type = "Condition", var = "{Hand}Attack" }, { type = "SkillType", skillType = SkillType.Attack }),
mod("ColdMax", "BASE", 1, { type = "PercentStat", stat = "EnergyShield" , percent = num }, { type = "Condition", var = "{Hand}Attack" }, { type = "SkillType", skillType = SkillType.Attack }),
Expand Down