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9 changes: 9 additions & 0 deletions src/Data/SkillStatMap.lua
Original file line number Diff line number Diff line change
Expand Up @@ -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),
},
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3 changes: 3 additions & 0 deletions src/Modules/ModParser.lua
Original file line number Diff line number Diff line change
Expand Up @@ -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" }) },
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