General improvements, support Nightblade more accurately
- Added a display for current Elusive effect in the Calcs tab, under Movement Speed in Other Defences, which only shows up while Elusive. - Much better support for Nightblade Support. Now gives Crit Multi and Base Crit Chance to attacks while using Claws or Daggers. - Tweaked how I implemented Elusive Effect on gems. Now is implemented specifically for Claws/Daggers on Nightblade, and is added as a global Skill Mod for Withering Step and any future gems which give the stat. - Are you Elusive? button works and shows up more consistently.
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@@ -832,6 +832,8 @@ local modTagList = {
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["while you have onslaught"] = { tag = { type = "Condition", var = "Onslaught" } },
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["while phasing"] = { tag = { type = "Condition", var = "Phasing" } },
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["while you have tailwind"] = { tag = { type = "Condition", var = "Tailwind" } },
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["while elusive"] = { tag = { type = "Condition", var = "Elusive" } },
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["gain elusive"] = { tag = { type = "Condition", varList = { "CanBeElusive", "Elusive" } } },
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["while you have arcane surge"] = { tag = { type = "Condition", var = "AffectedByArcaneSurge" } },
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["while you have cat's stealth"] = { tag = { type = "Condition", var = "AffectedByCat'sStealth" } },
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["while you have avian's might"] = { tag = { type = "Condition", var = "AffectedByAvian'sMight" } },
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@@ -1164,6 +1166,10 @@ local specialModList = {
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mod("NonChaosDamageGainAsChaos", "BASE", num, { type = "Condition", var = "KilledRecently" }, { type = "Multiplier", var = "CurseOnEnemy" }),
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} end,
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["cannot be stunned while you have energy shield"] = { mod("AvoidStun", "BASE", 100, { type = "Condition", var = "HaveEnergyShield" }) },
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-- ["inflict withered"] = {
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-- flag("Condition:CanWither"),
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-- mod("Dummy", "DUMMY", 1, 0, 0, { type = "Condition", var = "CanWither" })
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-- },
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-- Pathfinder
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["always poison on hit while using a flask"] = { mod("PoisonChance", "BASE", 100, { type = "Condition", var = "UsingFlask" }) },
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["poisons you inflict during any flask effect have (%d+)%% chance to deal (%d+)%% more damage"] = function(num, _, more) return { mod("Damage", "MORE", tonumber(more) * num / 100, nil, 0, KeywordFlag.Poison, { type = "Condition", var = "UsingFlask" }) } end,
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