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FEAT(mods): add handling for Damage penetrates "Fire Resistance equal to
your overcapped Fire Resistance"
1 parent 3fa9e07 commit ff5c91e

2 files changed

Lines changed: 8 additions & 1 deletion

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src/Modules/CalcOffence.lua

Lines changed: 7 additions & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -688,7 +688,13 @@ function calcs.offence(env, actor, activeSkill)
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skillModList:NewMod("CritChance", "INC", output.SpellSuppressionChance, mod.source)
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break
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end
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end
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if skillModList:Flag(nil, "FirePenIncreasedByUncappedFireRes") then
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for i, value in ipairs(modDB:Tabulate("FLAG", nil, "FirePenIncreasedByUncappedFireRes")) do
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local mod = value.mod
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skillModList:NewMod("FirePenetration", "BASE", output.FireResistOverCap, mod.source)
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break
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end
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end
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if skillModList:Flag(nil, "LightRadiusAppliesToAccuracy") then
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-- Light Radius conversion from Corona Solaris

src/Modules/ModParser.lua

Lines changed: 1 addition & 0 deletions
Original file line numberDiff line numberDiff line change
@@ -4508,6 +4508,7 @@ local specialModList = {
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mod("ColdPenetration", "BASE", num, { type = "StatThreshold", stat = "ColdResistTotal", thresholdStat = "LightningResistTotal" }, { type = "StatThreshold", stat = "ColdResistTotal", thresholdStat = "FireResistTotal" }),
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mod("FirePenetration", "BASE", num, { type = "StatThreshold", stat = "FireResistTotal", thresholdStat = "LightningResistTotal" }, { type = "StatThreshold", stat = "FireResistTotal", thresholdStat = "ColdResistTotal" }),
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} end,
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["damage penetrates fire resistance equal to your overcapped fire resistance"] = { flag("FirePenIncreasedByUncappedFireRes") },
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["recover (%d+)%% of life when you kill an enemy during f?l?a?s?k? ?effect"] = function(num) return { mod("LifeOnKill", "BASE", 1, { type = "PercentStat", stat = "Life", percent = num }, { type = "Condition", var = "UsingFlask" }) } end,
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["recover (%d+)%% of mana when you kill an enemy during f?l?a?s?k? ?effect"] = function(num) return { mod("ManaOnKill", "BASE", 1, { type = "PercentStat", stat = "Mana", percent = num }, { type = "Condition", var = "UsingFlask" }) } end,
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["recover (%d+)%% of energy shield when you kill an enemy during f?l?a?s?k? ?effect"] = function(num) return { mod("EnergyShieldOnKill", "BASE", 1, { type = "PercentStat", stat = "EnergyShield", percent = num }, { type = "Condition", var = "UsingFlask" }) } end,

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