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Add "Chance to Rearm" breakdown to CalcSections
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src/Data/SkillStatMap.lua

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@@ -1384,6 +1384,7 @@ return {
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},
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["is_hazard"] = {
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flag("CanCreateHazards"),
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skill("isHazard", "FLAG", nil),
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{ mod("Damage", "MORE", nil, 0, 0, { type = "Multiplier", var = "ChanceToRearm" }, { type = "SkillType", skillType = SkillType.Hazard }),
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value = 1 }
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},

src/Modules/CalcSections.lua

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@@ -1405,6 +1405,7 @@ return {
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{ label = "Presence Mod", haveOutput = "PresenceMod", { format = "{2:output:PresenceMod}", { breakdown = "PresenceMod" }, { modName = "PresenceRadius", cfg = "skill" }} , },
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{ label = "Presence Radius", haveOutput = "PresenceRadius", { format = "{1:output:PresenceRadiusMetres}m", { breakdown = "PresenceRadius" }, { modName = "PresenceArea", cfg = "skill"} }, },
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{ label = "Chance to Blind", { format = "{0:mod:1}%", { modName = "BlindChance", modType = "BASE", cfg = "skill" }, }, },
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{ label = "Chance to Rearm", skillData = "isHazard", { format = "{2:mod:1}%", { modName = "Multiplier:ChanceToRearm", modType = "BASE", cfg = "skill"}, }, },
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{ label = "Inc. Quiver Effect", { format = "{0:mod:1}%", { modName="EffectOfBonusesFromQuiver", modType= "INC", cfg = "skill" }, }, },
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{ label = "Inc. Item Quantity", { format = "{0:mod:1}%", { modName = "LootQuantity", modType = "INC", cfg = "skill" }, }, },
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{ label = "IIQ for Normal Mobs", haveOutput = "LootQuantityNormalEnemies", { format = "{0:output:LootQuantityNormalEnemies}%", { modName = { "LootQuantityNormalEnemies", "LootQuantity" } }, }, },

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