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Add mod parsing and defence calc support for 3.26 Vile Bastion es inc by spell block
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src/Modules/CalcDefence.lua

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@@ -761,6 +761,9 @@ function calcs.defence(env, actor)
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break
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end
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end
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if modDB:Flag(nil, "MaximumEnergyShieldIncreasedByChanceToBlockSpellDamage") then
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modDB:NewMod("EnergyShield", "INC", output.SpellBlockChance)
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end
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-- Primary defences: Energy shield, evasion and armour
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do
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local ironReflexes = modDB:Flag(nil, "IronReflexes")

src/Modules/ModParser.lua

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@@ -3109,6 +3109,7 @@ local specialModList = {
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["your damage with critical strikes is lucky"] = { flag("CritLucky") },
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["critical strikes deal no damage"] = { mod("Damage", "MORE", -100, { type = "Condition", var = "CriticalStrike" }) },
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["critical strike chance is increased by uncapped lightning resistance"] = { flag("CritChanceIncreasedByUncappedLightningRes") },
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["maximum energy shield is increased by chance to block spell damage"] = { flag("MaximumEnergyShieldIncreasedByChanceToBlockSpellDamage") },
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["critical strike chance is increased by lightning resistance"] = { flag("CritChanceIncreasedByLightningRes") },
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["critical strike chance is increased by overcapped lightning resistance"] = { flag("CritChanceIncreasedByOvercappedLightningRes") },
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["barrage and frenzy have (%d+)%% increased critical strike chance per endurance charge"] = function(num) return { mod("CritChance", "INC", num, { type = "Multiplier", var = "EnduranceCharge" }, { type = "SkillName", skillNameList = { "Barrage", "Frenzy" }, includeTransfigured = true }) } end,

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