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LocalIdentityLocalIdentity
andauthored
Fix Cold damage contributing to stun buildup (#2070)
Stun is not able to build up stun. Only noticed this as it is mentioned in the helper text in-game and nowhere else Presumably so it doesn't build up 2 different poise mechanics at the same time Co-authored-by: LocalIdentity <localidentity2@gmail.com>
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Lines changed: 2 additions & 1 deletion

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src/Modules/CalcOffence.lua

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@@ -5353,7 +5353,7 @@ function calcs.offence(env, actor, activeSkill)
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output["ChillChanceOnCrit"] = 0
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skillFlags["inflictChill"] = false
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end
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-- TODO: Freeze and Electrocute are unhandled, should use similar system as Stun
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output["FreezeChanceOnHit"] = 0
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output["FreezeChanceOnCrit"] = 0
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skillFlags["inflictFreeze"] = false

src/Modules/CalcSetup.lua

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@@ -90,6 +90,7 @@ function calcs.initModDB(env, modDB)
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modDB:NewMod("MassiveShrine", "FLAG", true, "Base", { type = "Condition", var = "MassiveShrine" })
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modDB:NewMod("AlchemistsGenius", "FLAG", true, "Base", { type = "Condition", var = "AlchemistsGenius" })
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modDB:NewMod("LuckyHits", "FLAG", true, "Base", { type = "Condition", var = "LuckyHits" })
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modDB:NewMod("ColdCannotHeavyStun", "FLAG", true)
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modDB:NewMod("Convergence", "FLAG", true, "Base", { type = "Condition", var = "Convergence" })
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modDB:NewMod("PhysicalDamageReduction", "BASE", -15, "Base", { type = "Condition", var = "Crushed" })
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modDB:NewMod("CritChanceCap", "BASE", 100, "Base")

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