diff --git a/src/Data/SkillStatMap.lua b/src/Data/SkillStatMap.lua index 1015ed3c91..8cce36bfb8 100644 --- a/src/Data/SkillStatMap.lua +++ b/src/Data/SkillStatMap.lua @@ -913,6 +913,15 @@ return { ["base_reduce_enemy_lightning_resistance_%"] = { mod("LightningPenetration", "BASE", nil), }, +["hits_ignore_enemy_fire_resistance"] = { + flag("IgnoreFireResistance") +}, +["hits_ignore_enemy_cold_resistance"] = { + flag("IgnoreColdResistance") +}, +["hits_ignore_enemy_lightning_resistance"] = { + flag("IgnoreLightningResistance") +}, ["reduce_enemy_chaos_resistance_%"] = { mod("ChaosPenetration", "BASE", nil), }, diff --git a/src/Modules/ModParser.lua b/src/Modules/ModParser.lua index 8779ee058f..9dfc1ed3ed 100644 --- a/src/Modules/ModParser.lua +++ b/src/Modules/ModParser.lua @@ -5713,6 +5713,9 @@ local specialModList = { ["you have far shot while you do not have iron reflexes"] = { flag("FarShot", { neg = true, type = "Condition", var = "HaveIronReflexes" }) }, ["you have resolute technique while you do not have elemental overload"] = { mod("Keystone", "LIST", "Resolute Technique", { neg = true, type = "Condition", var = "HaveElementalOverload" }) }, ["hits ignore enemy monster fire resistance while you are ignited"] = { flag("IgnoreFireResistance", { type = "Condition", var = "Ignited" }) }, + ["hits ignore enemy fire resistance"] = { flag("IgnoreFireResistance") }, + ["hits ignore enemy cold resistance"] = { flag("IgnoreColdResistance") }, + ["hits ignore enemy lightning resistance"] = { flag("IgnoreLightningResistance") }, ["your hits can't be evaded by blinded enemies"] = { flag("CannotBeEvaded", { type = "ActorCondition", actor = "enemy", var = "Blinded" }) }, ["your hits cannot be evaded by pinned enemies"] = { flag("CannotBeEvaded", { type = "ActorCondition", actor = "enemy", var = "Pinned" }) }, ["your hits cannot be evaded by heavy stunned enemies"] = { flag("CannotBeEvaded", { type = "ActorCondition", actor = "enemy", var = "HeavyStunned" }) },