You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Wither Magnitude
Minions gain 10% of their Physical Damage as Extra Lightning Damage
Minions take 10% of Physical Damage as Lightning Damage
Minions deal 40% increased Damage with Command Skills
Attacks with this Weapon have 10% chance to inflict Lightning Exposure
Gain 5% of Damage as Extra Damage of all Elements
Co-authored-by: LocalIdentity <localidentity2@gmail.com>
["^poisons you inflict with critical hits have "] = { keywordFlags = bor(KeywordFlag.Poison, KeywordFlag.MatchAll), tag = { type = "Condition", var = "CriticalStrike" } },
["^while a unique enemy is in your presence, minions [hd][ae][va][el] "] = { addToMinion = true, playerTag = { type = "ActorCondition", actor = "enemy", var = "RareOrUnique" } },
1141
1145
["^while a pinnacle atlas boss is in your presence, minions [hd][ae][va][el] "] = { addToMinion = true, playerTag = { type = "ActorCondition", actor = "enemy", var = "PinnacleBoss" } },
1142
1146
["^minions leech "] = { addToMinion = true },
@@ -3378,6 +3382,11 @@ local specialModList = {
3378
3382
mod("PhysicalDamageGainAsCold", "BASE", num, { type = "Multiplier", var = "SpiritCharge" }),
3379
3383
mod("PhysicalDamageGainAsFire", "BASE", num, { type = "Multiplier", var = "SpiritCharge" }),
3380
3384
} end,
3385
+
["gain (%d+)%% of damage as extra damage of all elements"] = function(num) return {
3386
+
mod("DamageGainAsLightning", "BASE", num),
3387
+
mod("DamageGainAsCold", "BASE", num),
3388
+
mod("DamageGainAsFire", "BASE", num),
3389
+
} end,
3381
3390
["gain (%d+)%% of weapon physical damage as extra damage of an? r?a?n?d?o?m? ?element"] = function(num) return { mod("PhysicalDamageGainAsRandom", "BASE", num, nil, ModFlag.Weapon) } end,
3382
3391
["gain (%d+)%% of physical damage as extra damage of a random element"] = function(num) return { mod("PhysicalDamageGainAsRandom", "BASE", num ) } end,
3383
3392
["(%d+)%% chance for hits to deal (%d+)%% of physical damage as extra damage of a random element"] = function(num, _, physPercent) return { mod("PhysicalDamageGainAsRandom", "BASE", (num*physPercent/100) ) } end,
0 commit comments