-- Path of Building -- -- Module: Calc Sections -- List of sections for the Calcs tab -- return { { 3, "HitDamage", 1, "Skill Hit Damage", data.colorCodes.OFFENCE, { extra = "{output:DisplayDamage}", flag = "hit", colWidth = 95, { { format = "All Types:", }, { format = "Physical:" }, { format = "Lightning:" }, { format = "Cold:" }, { format = "Fire:" }, { format = "Chaos:" }, }, { label = "Added Min", { }, { format = "{0:mod:1}", { modName = "PhysicalMin", cfg = "skill" }, }, { format = "{0:mod:1}", { modName = "LightningMin", cfg = "skill" }, }, { format = "{0:mod:1}", { modName = "ColdMin", cfg = "skill" }, }, { format = "{0:mod:1}", { modName = "FireMin", cfg = "skill" }, }, { format = "{0:mod:1}", { modName = "ChaosMin", cfg = "skill" }, }, }, { label = "Added Max", { }, { format = "{0:mod:1}", { modName = "PhysicalMax", cfg = "skill" }, }, { format = "{0:mod:1}", { modName = "LightningMax", cfg = "skill" }, }, { format = "{0:mod:1}", { modName = "ColdMax", cfg = "skill" }, }, { format = "{0:mod:1}", { modName = "FireMax", cfg = "skill" }, }, { format = "{0:mod:1}", { modName = "ChaosMax", cfg = "skill" }, }, }, -- Skill Hit Damage { label = "Total Increased", notFlag = "attack", { format = "{0:mod:1}%", { modName = "Damage", modType = "INC", cfg = "skill" }, }, { format = "{0:mod:1}%", { modName = "PhysicalDamage", modType = "INC", cfg = "skill" }, }, { format = "{0:mod:1}%", { modName = { "LightningDamage", "ElementalDamage" }, modType = "INC", cfg = "skill" }, }, { format = "{0:mod:1}%", { modName = { "ColdDamage", "ElementalDamage" }, modType = "INC", cfg = "skill" }, }, { format = "{0:mod:1}%", { modName = { "FireDamage", "ElementalDamage" }, modType = "INC", cfg = "skill" }, }, { format = "{0:mod:1}%", { modName = "ChaosDamage", modType = "INC", cfg = "skill" }, }, }, { label = "Total More", notFlag = "attack", { format = "{0:mod:1}%", { modName = "Damage", modType = "MORE", cfg = "skill" }, }, { format = "{0:mod:1}%", { modName = "PhysicalDamage", modType = "MORE", cfg = "skill" }, }, { format = "{0:mod:1}%", { modName = { "LightningDamage", "ElementalDamage" }, modType = "MORE", cfg = "skill" }, }, { format = "{0:mod:1}%", { modName = { "ColdDamage", "ElementalDamage" }, modType = "MORE", cfg = "skill" }, }, { format = "{0:mod:1}%", { modName = { "FireDamage", "ElementalDamage" }, modType = "MORE", cfg = "skill" }, }, { format = "{0:mod:1}%", { modName = "ChaosDamage", modType = "MORE", cfg = "skill" }, }, }, { label = "Effective DPS Mod", notFlag = "attack", flag = "effective", { }, { format = "x {3:output:PhysicalEffMult}", { breakdown = "PhysicalEffMult" }, { label = "Enemy modifiers", modName = { "DamageTaken", "PhysicalDamageTaken" }, enemy = true }, }, { format = "x {3:output:LightningEffMult}", { breakdown = "LightningEffMult" }, { label = "Player modifiers", modName = { "LightningPenetration", "ElementalPenetration" }, cfg = "skill" }, { label = "Enemy modifiers", modName = { "DamageTaken", "LightningDamageTaken", "ElementalDamageTaken", "LightningResist", "ElementalResist" }, enemy = true }, }, { format = "x {3:output:ColdEffMult}", { breakdown = "ColdEffMult" }, { label = "Player modifiers", modName = { "ColdPenetration", "ElementalPenetration" }, cfg = "skill" }, { label = "Enemy modifiers", modName = { "DamageTaken", "ColdDamageTaken", "ElementalDamageTaken", "ColdResist", "ElementalResist" }, enemy = true }, }, { format = "x {3:output:FireEffMult}", { breakdown = "FireEffMult" }, { label = "Player modifiers", modName = { "FirePenetration", "ElementalPenetration" }, cfg = "skill" }, { label = "Enemy modifiers", modName = { "DamageTaken", "FireDamageTaken", "ElementalDamageTaken", "FireResist", "ElementalResist" }, enemy = true }, }, { format = "x {3:output:ChaosEffMult}", { breakdown = "ChaosEffMult" }, { label = "Enemy modifiers", modName = { "DamageTaken", "ChaosDamageTaken", "ChaosResist" }, enemy = true }, }, }, { label = "Skill Hit Damage", textSize = 12, notFlag = "attack", { format = "{0:output:TotalMin} to {0:output:TotalMax}", }, { format = "{0:output:PhysicalMin} to {0:output:PhysicalMax}", { breakdown = "Physical" }, { label = "Conversions", modType = "BASE", cfg = "skill", modName = { "SkillPhysicalDamageConvertToLightning", "SkillPhysicalDamageConvertToCold", "SkillPhysicalDamageConvertToFire", "SkillPhysicalDamageConvertToChaos", "PhysicalDamageConvertToLightning", "PhysicalDamageConvertToCold", "PhysicalDamageConvertToFire", "PhysicalDamageConvertToChaos", "PhysicalDamageGainAsLightning", "PhysicalDamageGainAsCold", "PhysicalDamageGainAsFire", "PhysicalDamageGainAsChaos" } }, }, { format = "{0:output:LightningMin} to {0:output:LightningMax}", { breakdown = "Lightning" }, { label = "Conversions", modType = "BASE", cfg = "skill", modName = { "LightningDamageConvertToCold", "LightningDamageConvertToFire", "LightningDamageConvertToChaos", "LightningDamageGainAsCold", "LightningDamageGainAsFire", "LightningDamageGainAsChaos" } }, }, { format = "{0:output:ColdMin} to {0:output:ColdMax}", { breakdown = "Cold" }, { label = "Conversions", modType = "BASE", cfg = "skill", modName = { "SkillColdDamageConvertToFire", "ColdDamageConvertToFire", "ColdDamageConvertToChaos", "ColdDamageGainAsFire", "ColdDamageGainAsChaos" } }, }, { format = "{0:output:FireMin} to {0:output:FireMax}", { breakdown = "Fire" }, { label = "Conversions", modType = "BASE", cfg = "skill", modName = { "FireDamageConvertToChaos", "FireDamageGainAsChaos" } }, }, { format = "{0:output:ChaosMin} to {0:output:ChaosMax}", { breakdown = "Chaos" }, }, }, { label = "Skill Average Hit", notFlag = "attack", { format = "{1:output:AverageHit}", { breakdown = "AverageHit" }, }, }, -- Main Hand Hit Damage { label = "MH Total Increased", bgCol = data.colorCodes.MAINHANDBG, flag = "weapon1Attack", { format = "{0:mod:1}%", { modName = "Damage", modType = "INC", cfg = "weapon1" }, }, { format = "{0:mod:1}%", { modName = "PhysicalDamage", modType = "INC", cfg = "weapon1" }, }, { format = "{0:mod:1}%", { modName = { "LightningDamage", "ElementalDamage" }, modType = "INC", cfg = "weapon1" }, }, { format = "{0:mod:1}%", { modName = { "ColdDamage", "ElementalDamage" }, modType = "INC", cfg = "weapon1" }, }, { format = "{0:mod:1}%", { modName = { "FireDamage", "ElementalDamage" }, modType = "INC", cfg = "weapon1" }, }, { format = "{0:mod:1}%", { modName = "ChaosDamage", modType = "INC", cfg = "weapon1" }, }, }, { label = "MH Total More", bgCol = data.colorCodes.MAINHANDBG, flag = "weapon1Attack", { format = "{0:mod:1}%", { modName = "Damage", modType = "MORE", cfg = "weapon1" }, }, { format = "{0:mod:1}%", { modName = "PhysicalDamage", modType = "MORE", cfg = "weapon1" }, }, { format = "{0:mod:1}%", { modName = { "LightningDamage", "ElementalDamage" }, modType = "MORE", cfg = "weapon1" }, }, { format = "{0:mod:1}%", { modName = { "ColdDamage", "ElementalDamage" }, modType = "MORE", cfg = "weapon1" }, }, { format = "{0:mod:1}%", { modName = { "FireDamage", "ElementalDamage" }, modType = "MORE", cfg = "weapon1" }, }, { format = "{0:mod:1}%", { modName = "ChaosDamage", modType = "MORE", cfg = "weapon1" }, }, }, { label = "MH Eff. DPS Mod", bgCol = data.colorCodes.MAINHANDBG, flagList = {"weapon1Attack","effective"}, { }, { format = "x {3:output:MainHand.PhysicalEffMult}", { breakdown = "MainHand.PhysicalEffMult" }, { label = "Enemy modifiers", modName = { "DamageTaken", "PhysicalDamageTaken" }, enemy = true }, }, { format = "x {3:output:MainHand.LightningEffMult}", { breakdown = "MainHand.LightningEffMult" }, { label = "Player modifiers", modName = { "LightningPenetration", "ElementalPenetration" }, cfg = "weapon1" }, { label = "Enemy modifiers", modName = { "DamageTaken", "LightningDamageTaken", "ElementalDamageTaken", "LightningResist", "ElementalResist" }, enemy = true }, }, { format = "x {3:output:MainHand.ColdEffMult}", { breakdown = "MainHand.ColdEffMult" }, { label = "Player modifiers", modName = { "ColdPenetration", "ElementalPenetration" }, cfg = "weapon1" }, { label = "Enemy modifiers", modName = { "DamageTaken", "ColdDamageTaken", "ElementalDamageTaken", "ColdResist", "ElementalResist" }, enemy = true }, }, { format = "x {3:output:MainHand.FireEffMult}", { breakdown = "MainHand.FireEffMult" }, { label = "Player modifiers", modName = { "FirePenetration", "ElementalPenetration" }, cfg = "weapon1" }, { label = "Enemy modifiers", modName = { "DamageTaken", "FireDamageTaken", "ElementalDamageTaken", "FireResist", "ElementalResist" }, enemy = true }, }, { format = "x {3:output:MainHand.ChaosEffMult}", { breakdown = "MainHand.ChaosEffMult" }, { label = "Enemy modifiers", modName = { "DamageTaken", "ChaosDamageTaken", "ChaosResist" }, enemy = true }, }, }, { label = "MH Hit Damage", bgCol = data.colorCodes.MAINHANDBG, textSize = 12, flag = "weapon1Attack", { format = "{0:output:MainHand.TotalMin} to {0:output:MainHand.TotalMax}", }, { format = "{0:output:MainHand.PhysicalMin} to {0:output:MainHand.PhysicalMax}", { breakdown = "MainHand.Physical" }, { label = "Conversions", modType = "BASE", cfg = "weapon1", modName = { "SkillPhysicalDamageConvertToLightning", "SkillPhysicalDamageConvertToCold", "SkillPhysicalDamageConvertToFire", "SkillPhysicalDamageConvertToChaos", "PhysicalDamageConvertToLightning", "PhysicalDamageConvertToCold", "PhysicalDamageConvertToFire", "PhysicalDamageConvertToChaos", "PhysicalDamageGainAsLightning", "PhysicalDamageGainAsCold", "PhysicalDamageGainAsFire", "PhysicalDamageGainAsChaos" } }, }, { format = "{0:output:MainHand.LightningMin} to {0:output:MainHand.LightningMax}", { breakdown = "MainHand.Lightning" }, { label = "Conversions", modType = "BASE", cfg = "weapon1", modName = { "LightningDamageConvertToCold", "LightningDamageConvertToFire", "LightningDamageConvertToChaos", "LightningDamageGainAsCold", "LightningDamageGainAsFire", "LightningDamageGainAsChaos" } }, }, { format = "{0:output:MainHand.ColdMin} to {0:output:MainHand.ColdMax}", { breakdown = "MainHand.Cold" }, { label = "Conversions", modType = "BASE", cfg = "weapon1", modName = { "SkillColdDamageConvertToFire", "ColdDamageConvertToFire", "ColdDamageConvertToChaos", "ColdDamageGainAsFire", "ColdDamageGainAsChaos" } }, }, { format = "{0:output:MainHand.FireMin} to {0:output:MainHand.FireMax}", { breakdown = "MainHand.Fire" }, { label = "Conversions", modType = "BASE", cfg = "weapon1", modName = { "FireDamageConvertToChaos", "FireDamageGainAsChaos" } }, }, { format = "{0:output:MainHand.ChaosMin} to {0:output:MainHand.ChaosMax}", { breakdown = "MainHand.Chaos" }, }, }, { label = "MH Average Hit", bgCol = data.colorCodes.MAINHANDBG, flag = "weapon1Attack", { format = "{1:output:MainHand.AverageHit}", { breakdown = "MainHand.AverageHit" }, }, }, -- Off Hand Hit Damage { label = "OH Total Increased", bgCol = data.colorCodes.OFFHANDBG, flag = "weapon2Attack", { format = "{0:mod:1}%", { modName = "Damage", modType = "INC", cfg = "weapon2" }, }, { format = "{0:mod:1}%", { modName = "PhysicalDamage", modType = "INC", cfg = "weapon2" }, }, { format = "{0:mod:1}%", { modName = { "LightningDamage", "ElementalDamage" }, modType = "INC", cfg = "weapon2" }, }, { format = "{0:mod:1}%", { modName = { "ColdDamage", "ElementalDamage" }, modType = "INC", cfg = "weapon2" }, }, { format = "{0:mod:1}%", { modName = { "FireDamage", "ElementalDamage" }, modType = "INC", cfg = "weapon2" }, }, { format = "{0:mod:1}%", { modName = "ChaosDamage", modType = "INC", cfg = "weapon2" }, }, }, { label = "OH Total More", bgCol = data.colorCodes.OFFHANDBG, flag = "weapon2Attack", { format = "{0:mod:1}%", { modName = "Damage", modType = "MORE", cfg = "weapon2" }, }, { format = "{0:mod:1}%", { modName = "PhysicalDamage", modType = "MORE", cfg = "weapon2" }, }, { format = "{0:mod:1}%", { modName = { "LightningDamage", "ElementalDamage" }, modType = "MORE", cfg = "weapon2" }, }, { format = "{0:mod:1}%", { modName = { "ColdDamage", "ElementalDamage" }, modType = "MORE", cfg = "weapon2" }, }, { format = "{0:mod:1}%", { modName = { "FireDamage", "ElementalDamage" }, modType = "MORE", cfg = "weapon2" }, }, { format = "{0:mod:1}%", { modName = "ChaosDamage", modType = "MORE", cfg = "weapon2" }, }, }, { label = "OH Eff. DPS Mod", bgCol = data.colorCodes.OFFHANDBG, flagList = {"weapon2Attack","effective"}, { }, { format = "x {3:output:OffHand.PhysicalEffMult}", { breakdown = "OffHand.PhysicalEffMult" }, { label = "Enemy modifiers", modName = { "DamageTaken", "PhysicalDamageTaken" }, enemy = true }, }, { format = "x {3:output:OffHand.LightningEffMult}", { breakdown = "OffHand.LightningEffMult" }, { label = "Player modifiers", modName = { "LightningPenetration", "ElementalPenetration" }, cfg = "weapon2" }, { label = "Enemy modifiers", modName = { "DamageTaken", "LightningDamageTaken", "ElementalDamageTaken", "LightningResist", "ElementalResist" }, enemy = true }, }, { format = "x {3:output:OffHand.ColdEffMult}", { breakdown = "OffHand.ColdEffMult" }, { label = "Player modifiers", modName = { "ColdPenetration", "ElementalPenetration" }, cfg = "weapon2" }, { label = "Enemy modifiers", modName = { "DamageTaken", "ColdDamageTaken", "ElementalDamageTaken", "ColdResist", "ElementalResist" }, enemy = true }, }, { format = "x {3:output:OffHand.FireEffMult}", { breakdown = "OffHand.FireEffMult" }, { label = "Player modifiers", modName = { "FirePenetration", "ElementalPenetration" }, cfg = "weapon2" }, { label = "Enemy modifiers", modName = { "DamageTaken", "FireDamageTaken", "ElementalDamageTaken", "FireResist", "ElementalResist" }, enemy = true }, }, { format = "x {3:output:OffHand.ChaosEffMult}", { breakdown = "OffHand.ChaosEffMult" }, { label = "Enemy modifiers", modName = { "DamageTaken", "ChaosDamageTaken", "ChaosResist" }, enemy = true }, }, }, { label = "OH Hit Damage", bgCol = data.colorCodes.OFFHANDBG, textSize = 12, flag = "weapon2Attack", { format = "{0:output:OffHand.TotalMin} to {0:output:OffHand.TotalMax}", }, { format = "{0:output:OffHand.PhysicalMin} to {0:output:OffHand.PhysicalMax}", { breakdown = "OffHand.Physical" }, { label = "Conversions", modType = "BASE", cfg = "weapon2", modName = { "SkillPhysicalDamageConvertToLightning", "SkillPhysicalDamageConvertToCold", "SkillPhysicalDamageConvertToFire", "SkillPhysicalDamageConvertToChaos", "PhysicalDamageConvertToLightning", "PhysicalDamageConvertToCold", "PhysicalDamageConvertToFire", "PhysicalDamageConvertToChaos", "PhysicalDamageGainAsLightning", "PhysicalDamageGainAsCold", "PhysicalDamageGainAsFire", "PhysicalDamageGainAsChaos" } }, }, { format = "{0:output:OffHand.LightningMin} to {0:output:OffHand.LightningMax}", { breakdown = "OffHand.Lightning" }, { label = "Conversions", modType = "BASE", cfg = "weapon2", modName = { "LightningDamageConvertToCold", "LightningDamageConvertToFire", "LightningDamageConvertToChaos", "LightningDamageGainAsCold", "LightningDamageGainAsFire", "LightningDamageGainAsChaos" } }, }, { format = "{0:output:OffHand.ColdMin} to {0:output:OffHand.ColdMax}", { breakdown = "OffHand.Cold" }, { label = "Conversions", modType = "BASE", cfg = "weapon2", modName = { "SkillColdDamageConvertToFire", "ColdDamageConvertToFire", "ColdDamageConvertToChaos", "ColdDamageGainAsFire", "ColdDamageGainAsChaos" } }, }, { format = "{0:output:OffHand.FireMin} to {0:output:OffHand.FireMax}", { breakdown = "OffHand.Fire" }, { label = "Conversions", modType = "BASE", cfg = "weapon2", modName = { "FireDamageConvertToChaos", "FireDamageGainAsChaos" } }, }, { format = "{0:output:OffHand.ChaosMin} to {0:output:OffHand.ChaosMax}", { breakdown = "OffHand.Chaos" }, }, }, { label = "OH Average Hit", bgCol = data.colorCodes.OFFHANDBG, flag = "weapon2Attack", { format = "{1:output:OffHand.AverageHit}", { breakdown = "OffHand.AverageHit" }, }, }, { label = "Average Damage", flag = "attack", { format = "{1:output:AverageDamage}", { breakdown = "MainHand.AverageDamage" }, { breakdown = "OffHand.AverageDamage" }, { breakdown = "AverageDamage" }, }, }, { label = "Skill DPS", flag = "notAverage", { format = "{1:output:TotalDPS}", { breakdown = "TotalDPS" }, }, }, { label = "Mana Cost", { format = "{0:output:ManaCost}", { breakdown = "ManaCost" }, { modName = "ManaCost", cfg = "skill" }, }, }, } }, { 3, "Dot", 1, "Skill Damage over Time", data.colorCodes.OFFENCE, { extra = "{1:output:TotalDot} total DoT", flag = "dot", colWidth = 95, { { format = "All Types:", }, { format = "Physical:" }, { format = "Lightning:" }, { format = "Cold:" }, { format = "Fire:" }, { format = "Chaos:" }, }, { label = "Total Increased", { format = "{0:mod:1}%", { modName = "Damage", modType = "INC", cfg = "dot" }, }, { format = "{0:mod:1}%", { modName = "PhysicalDamage", modType = "INC", cfg = "dot" }, }, { format = "{0:mod:1}%", { modName = { "LightningDamage", "ElementalDamage" }, modType = "INC", cfg = "dot" }, }, { format = "{0:mod:1}%", { modName = { "ColdDamage", "ElementalDamage" }, modType = "INC", cfg = "dot" }, }, { format = "{0:mod:1}%", { modName = { "FireDamage", "ElementalDamage" }, modType = "INC", cfg = "dot" }, }, { format = "{0:mod:1}%", { modName = "ChaosDamage", modType = "INC", cfg = "dot" }, }, }, { label = "Total More", { format = "{0:mod:1}%", { modName = "Damage", modType = "MORE", cfg = "dot" }, }, { format = "{0:mod:1}%", { modName = "PhysicalDamage", modType = "MORE", cfg = "dot" }, }, { format = "{0:mod:1}%", { modName = { "LightningDamage", "ElementalDamage" }, modType = "MORE", cfg = "dot" }, }, { format = "{0:mod:1}%", { modName = { "ColdDamage", "ElementalDamage" }, modType = "MORE", cfg = "dot" }, }, { format = "{0:mod:1}%", { modName = { "FireDamage", "ElementalDamage" }, modType = "MORE", cfg = "dot" }, }, { format = "{0:mod:1}%", { modName = "ChaosDamage", modType = "MORE", cfg = "dot" }, }, }, { label = "Effective DPS Mod", flag = "effective", { }, { format = "x {3:output:PhysicalDotEffMult}", { breakdown = "PhysicalDotEffMult" }, { label = "Enemy modifiers", modName = { "DamageTaken", "DotTaken", "PhysicalDamageTaken", "PhysicalDamageReduction" }, enemy = true }, }, { format = "x {3:output:LightningDotEffMult}", { breakdown = "LightningDotEffMult" }, { label = "Enemy modifiers", modName = { "DamageTaken", "DotTaken", "LightningDamageTaken", "ElementalDamageTaken", "LightningResist", "ElementalResist" }, enemy = true }, }, { format = "x {3:output:ColdDotEffMult}", { breakdown = "ColdDotEffMult" }, { label = "Enemy modifiers", modName = { "DamageTaken", "DotTaken", "ColdDamageTaken", "ElementalDamageTaken", "ColdResist", "ElementalResist" }, enemy = true }, }, { format = "x {3:output:FireDotEffMult}", { breakdown = "FireDotEffMult" }, { label = "Enemy modifiers", modName = { "DamageTaken", "DotTaken", "FireDamageTaken", "BurningDamageTaken", "ElementalDamageTaken", "FireResist", "ElementalResist" }, enemy = true }, }, { format = "x {3:output:ChaosDotEffMult}", { breakdown = "ChaosDotEffMult" }, { label = "Enemy modifiers", modName = { "DamageTaken", "DotTaken", "ChaosDamageTaken", "ChaosResist" }, enemy = true }, }, }, { label = "Damage over Time", { format = "{1:output:TotalDot}", }, { format = "{1:output:PhysicalDot}", { breakdown = "PhysicalDot" }, }, { format = "{1:output:LightningDot}", { breakdown = "LightningDot" }, }, { format = "{1:output:ColdDot}", { breakdown = "ColdDot" }, }, { format = "{1:output:FireDot}", { breakdown = "FireDot" }, }, { format = "{1:output:ChaosDot}", { breakdown = "ChaosDot" }, }, }, { label = "Mana Cost", { format = "{0:output:ManaCost}", { breakdown = "ManaCost" }, { modName = "ManaCost", cfg = "skill" }, }, }, } }, { 1, "Speed", 1, "Attack/Cast Rate", data.colorCodes.OFFENCE, { extra = "{2:output:Speed}/s", { label = "MH Inc. Att. Speed", bgCol = data.colorCodes.MAINHANDBG, flag = "weapon1Attack", { format = "{0:mod:1}%", { modName = "Speed", modType = "INC", cfg = "weapon1", }, }, }, { label = "MH More Att. Speed", bgCol = data.colorCodes.MAINHANDBG, flag = "weapon1Attack", { format = "{0:mod:1}%", { modName = "Speed", modType = "MORE", cfg = "weapon1", }, }, }, { label = "MH Att. per second", bgCol = data.colorCodes.MAINHANDBG, flag = "weapon1Attack", { format = "{2:output:MainHand.Speed}", { breakdown = "MainHand.Speed" }, }, }, { label = "OH Inc. Att. Speed", bgCol = data.colorCodes.OFFHANDBG, flag = "weapon2Attack", { format = "{0:mod:1}%", { modName = "Speed", modType = "INC", cfg = "weapon2", }, }, }, { label = "OH More Att. Speed", bgCol = data.colorCodes.OFFHANDBG, flag = "weapon2Attack", { format = "{0:mod:1}%", { modName = "Speed", modType = "MORE", cfg = "weapon2", }, }, }, { label = "OH Att. per second", bgCol = data.colorCodes.OFFHANDBG, flag = "weapon2Attack", { format = "{2:output:OffHand.Speed}", { breakdown = "OffHand.Speed" }, }, }, { label = "Attacks per second", flag = "bothWeaponAttack", { format = "{2:output:Speed}", { breakdown = "Speed" }, }, }, { label = "Attack time", flag = "attack", { format = "{2:output:Time}s", }, }, { label = "Inc. Cast Speed", flag = "spell", { format = "{0:mod:1}%", { modName = "Speed", modType = "INC", cfg = "skill", }, }, }, { label = "More Cast Speed", flag = "spell", { format = "{0:mod:1}%", { modName = "Speed", modType = "MORE", cfg = "skill", }, }, }, { label = "Casts per second", flag = "spell", { format = "{2:output:Speed}", { breakdown = "Speed" }, }, }, { label = "Cast time", flag = "spell", { format = "{2:output:Time}s", }, }, } }, { 1, "Crit", 1, "Crits", data.colorCodes.OFFENCE, { extra = "{2:output:CritChance}% x{2:output:CritMultiplier}", flag = "hit", -- Skill { label = "Inc. Crit Chance", notFlag = "attack", { format = "{0:mod:1}%", { modName = "CritChance", modType = "INC", cfg = "skill" }, }, }, { label = "Crit Chance", notFlag = "attack", { format = "{2:output:CritChance}%", { breakdown = "CritChance" }, { label = "Player modifiers", modName = "CritChance", cfg = "skill" }, { label = "Enemy modifiers", modName = "SelfExtraCritChance", enemy = true }, }, }, { label = "Crit Multiplier", notFlag = "attack", { format = "x {2:output:CritMultiplier}", { breakdown = "CritMultiplier" }, { label = "Player modifiers", modName = "CritMultiplier", cfg = "skill" }, { label = "Enemy modifiers", modName = "SelfCritMultiplier", enemy = true }, }, }, { label = "Crit Effect Mod", notFlag = "attack", { format = "x {3:output:CritEffect}", { breakdown = "CritEffect" }, }, }, -- Main Hand { label = "MH Inc. Crit Chance", bgCol = data.colorCodes.MAINHANDBG, flag = "weapon1Attack", { format = "{0:mod:1}%", { modName = "CritChance", modType = "INC", cfg = "weapon1" }, }, }, { label = "MH Crit Chance", bgCol = data.colorCodes.MAINHANDBG, flag = "weapon1Attack", { format = "{2:output:MainHand.CritChance}%", { breakdown = "MainHand.CritChance" }, { label = "Player modifiers", modName = "CritChance", cfg = "weapon1" }, { label = "Enemy modifiers", modName = "SelfExtraCritChance", enemy = true }, }, }, { label = "MH Crit Multiplier", bgCol = data.colorCodes.MAINHANDBG, flag = "weapon1Attack", { format = "x {2:output:MainHand.CritMultiplier}", { breakdown = "MainHand.CritMultiplier" }, { label = "Player modifiers", modName = "CritMultiplier", cfg = "weapon1" }, { label = "Enemy modifiers", modName = "SelfCritMultiplier", enemy = true }, }, }, { label = "MH Crit Effect Mod", bgCol = data.colorCodes.MAINHANDBG, flag = "weapon1Attack", { format = "x {3:output:MainHand.CritEffect}", { breakdown = "MainHand.CritEffect" }, }, }, -- Off Hand { label = "OH Inc. Crit Chance", bgCol = data.colorCodes.OFFHANDBG, flag = "weapon2Attack", { format = "{0:mod:1}%", { modName = "CritChance", modType = "INC", cfg = "weapon2" }, }, }, { label = "OH Crit Chance", bgCol = data.colorCodes.OFFHANDBG, flag = "weapon2Attack", { format = "{2:output:OffHand.CritChance}%", { breakdown = "OffHand.CritChance" }, { label = "Player modifiers", modName = "CritChance", cfg = "weapon2" }, { label = "Enemy modifiers", modName = "SelfExtraCritChance", enemy = true }, }, }, { label = "OH Crit Multiplier", bgCol = data.colorCodes.OFFHANDBG, flag = "weapon2Attack", { format = "x {2:output:OffHand.CritMultiplier}", { breakdown = "OffHand.CritMultiplier" }, { label = "Player modifiers", modName = "CritMultiplier", cfg = "weapon2" }, { label = "Enemy modifiers", modName = "SelfCritMultiplier", enemy = true }, }, }, { label = "OH Crit Effect Mod", bgCol = data.colorCodes.OFFHANDBG, flag = "weapon2Attack", { format = "x {3:output:OffHand.CritEffect}", { breakdown = "OffHand.CritEffect" }, }, }, } }, { 1, "HitChance", 1, "Accuracy", data.colorCodes.OFFENCE, { extra = "{0:output:HitChance}%", flag = "attack", { label = "MH Accuracy", bgCol = data.colorCodes.MAINHANDBG, flag = "weapon1Attack", { format = "{0:output:MainHand.Accuracy}", { breakdown = "MainHand.Accuracy" }, { modName = "Accuracy", cfg = "weapon1" }, }, }, { label = "MH Chance to Hit", bgCol = data.colorCodes.MAINHANDBG, flag = "weapon1Attack", { format = "{0:output:MainHand.HitChance}%", { breakdown = "MainHand.HitChance" }, { label = "Enemy Evasion modifiers", modName = "Evasion", enemy = true }, }, }, { label = "OH Accuracy", bgCol = data.colorCodes.OFFHANDBG, flag = "weapon2Attack", { format = "{0:output:OffHand.Accuracy}", { breakdown = "OffHand.Accuracy" }, { modName = "Accuracy", cfg = "weapon2" }, }, }, { label = "OH Chance to Hit", bgCol = data.colorCodes.OFFHANDBG, flag = "weapon2Attack", { format = "{0:output:OffHand.HitChance}%", { breakdown = "OffHand.HitChance" }, { label = "Enemy Evasion modifiers", modName = "Evasion", enemy = true }, }, }, } }, { 1, "SkillTypeStats", 1, "Skill type-specific Stats", data.colorCodes.OFFENCE, { { label = "Active Minion Limit", haveOutput = "ActiveMinionLimit", { format = "{0:output:ActiveMinionLimit}" } }, { label = "Skill Cooldown", haveOutput = "Cooldown", { format = "{2:output:Cooldown}s", { breakdown = "Cooldown" }, { modName = "CooldownRecovery", cfg = "skill" }, }, }, { label = "Duration Mod", flag = "duration", { format = "x {2:output:DurationMod}", { breakdown = "DurationMod"}, { modName = "Duration", cfg = "skill" }, }, }, { label = "Skill Duration", flag = "duration", { format = "{2:output:Duration}s", { breakdown = "Duration" }, }, }, { label = "Projectile Count", flag = "projectile", { format = "{0:output:ProjectileCount}", { modName = "ProjectileCount", cfg = "skill" }, }, }, { label = "Pierce Chance", flag = "projectile", { format = "{0:output:PierceChance}%", { modName = "PierceChance", cfg = "skill" }, }, }, { label = "Proj. Speed Mod", flag = "projectile", { format = "x {2:output:ProjectileSpeedMod}", { breakdown = "ProjectileSpeedMod" }, { modName = "ProjectileSpeed", cfg = "skill" }, }, }, { label = "Area of Effect Mod", flag = "area", { format = "x {2:output:AreaOfEffectMod}", { breakdown = "AreaOfEffectMod" }, { modName = "AreaOfEffect", cfg = "skill" }, }, }, { label = "Active Trap Limit", flag = "trap", { format = "{0:output:ActiveTrapLimit}", { modName = "ActiveTrapLimit", cfg = "skill" }, }, }, { label = "Trap Cooldown", flag = "trap", { format = "{2:output:TrapCooldown}s", { breakdown = "TrapCooldown" }, { modName = "CooldownRecovery", cfg = "skill" }, }, }, { label = "Active Mine Limit", flag = "mine", { format = "{0:output:ActiveMineLimit}", { modName = "ActiveMineLimit", cfg = "skill" }, }, }, { label = "Active Totem Limit", flag = "totem", { format = "{0:output:ActiveTotemLimit}", { modName = "ActiveTotemLimit", cfg = "skill" }, }, }, { label = "Totem Life Mod", flag = "totem", { format = "x {2:output:TotemLifeMod}", { breakdown = "TotemLifeMod" }, { modName = "TotemLife", cfg = "skill" }, }, }, { label = "Totem Life", flag = "totem", { format = "{0:output:TotemLife}", { breakdown = "TotemLife" }, }, }, } }, { 1, "Bleed", 1, "Bleed", data.colorCodes.OFFENCE, { extra = "{0:output:BleedChance}% {1:output:BleedDPS} {2:output:BleedDuration}s", flag = "bleed", { label = "Chance to Bleed", { format = "{0:output:BleedChance}%", { breakdown = "MainHand.BleedChance" }, { breakdown = "OffHand.BleedChance" }, { breakdown = "BleedChance" }, { label = "Main Hand", flag = "weapon1Attack", modName = "BleedChance", modType = "BASE", cfg = "weapon1" }, { label = "Off Hand", flag = "weapon2Attack", modName = "BleedChance", modType = "BASE", cfg = "weapon2" }, }, }, { label = "Total Increased", { format = "{0:mod:1}%", { modName = { "Damage", "PhysicalDamage" }, modType = "INC", cfg = "bleed" }, }, }, { label = "Total More", { format = "{0:mod:1}%", { modName = { "Damage", "PhysicalDamage" }, modType = "MORE", cfg = "bleed" }, }, }, { label = "Effective DPS Mod", flag = "effective", { format = "x {3:output:BleedEffMult}", { breakdown = "BleedEffMult" }, { label = "Enemy modifiers", modName = { "DamageTaken", "DotTaken", "PhysicalDamageTaken", "PhysicalDamageReduction" }, enemy = true }, }, }, { label = "Bleed DPS", { format = "{1:output:BleedDPS}", { breakdown = "BleedDPS" }, { breakdown = "MainHand.BleedDPS" }, { breakdown = "OffHand.BleedDPS" }, }, }, { label = "Bleed Duration", { format = "{2:output:BleedDuration}s", { breakdown = "BleedDuration" }, { label = "Player modifiers", modName = "Duration", cfg = "bleed" }, { label = "Enemy modifiers", modName = "SelfBleedDuration", enemy = true }, }, }, } }, { 1, "Poison", 1, "Poison", data.colorCodes.OFFENCE, { extra = "{0:output:PoisonChance}% {1:output:PoisonDPS} {2:output:PoisonDuration}s", flag = "poison", { label = "Chance to Poison", { format = "{0:output:PoisonChance}%", { breakdown = "MainHand.PoisonChance" }, { breakdown = "OffHand.PoisonChance" }, { breakdown = "PoisonChance" }, { notFlag = "attack", modName = "PoisonChance", modType = "BASE", cfg = "skill" }, { label = "Main Hand", flag = "weapon1Attack", modName = "PoisonChance", modType = "BASE", cfg = "weapon1" }, { label = "Off Hand", flag = "weapon2Attack", modName = "PoisonChance", modType = "BASE", cfg = "weapon2" }, }, }, { label = "Total Increased", { format = "{0:mod:1}%", { modName = { "Damage", "ChaosDamage" }, modType = "INC", cfg = "poison" }, }, }, { label = "Total More", { format = "{0:mod:1}%", { modName = { "Damage", "ChaosDamage" }, modType = "MORE", cfg = "poison" }, }, }, { label = "Effective DPS Mod", flag = "effective", { format = "x {3:output:PoisonEffMult}", { breakdown = "PoisonEffMult" }, { label = "Enemy modifiers", modName = { "ChaosResist", "DamageTaken", "DotTaken", "ChaosDamageTaken" }, enemy = true }, }, }, { label = "Poison DPS", { format = "{1:output:PoisonDPS}", { breakdown = "PoisonDPS" }, { breakdown = "MainHand.PoisonDPS" }, { breakdown = "OffHand.PoisonDPS" }, }, }, { label = "Poison Duration", { format = "{2:output:PoisonDuration}s", { breakdown = "PoisonDuration" }, { label = "Player modifiers", modName = "Duration", cfg = "poison" }, { label = "Enemy modifiers", modName = "SelfPoisonDuration", enemy = true }, }, }, { label = "Dmg. per Poison", { format = "{1:output:PoisonDamage}", { breakdown = "MainHand.PoisonDamage" }, { breakdown = "OffHand.PoisonDamage" }, { breakdown = "PoisonDamage" }, }, }, } }, { 1, "Ignite", 1, "Ignite", data.colorCodes.OFFENCE, { extra = "{0:output:IgniteChance}% {1:output:IgniteDPS} {2:output:IgniteDuration}s", flag = "ignite", { label = "Chance to Ignite", { format = "{0:output:IgniteChance}%", { breakdown = "MainHand.IgniteChance" }, { breakdown = "OffHand.IgniteChance" }, { breakdown = "IgniteChance" }, { label = "Player modifiers", modName = "EnemyIgniteChance", cfg = "skill" }, { label = "Enemy modifiers", modName = "SelfIgniteChance", enemy = true }, }, }, { label = "Total Increased", { format = "{0:mod:1}%", { modName = { "Damage", "FireDamage", "ElementalDamage" }, modType = "INC", cfg = "ignite" }, }, }, { label = "Total More", { format = "{0:mod:1}%", { modName = { "Damage", "FireDamage", "ElementalDamage" }, modType = "MORE", cfg = "ignite" }, }, }, { label = "Effective DPS Mod", flag = "effective", { format = "x {3:output:IgniteEffMult}", { breakdown = "IgniteEffMult" }, { label = "Enemy modifiers", modName = { "FireResist", "ElementalResist", "DamageTaken", "DotTaken", "FireDamageTaken", "BurningDamageTaken", "ElementalDamageTaken" }, enemy = true }, }, }, { label = "Ignite DPS", { format = "{1:output:IgniteDPS}", { breakdown = "IgniteDPS" }, { breakdown = "MainHand.IgniteDPS" }, { breakdown = "OffHand.IgniteDPS" }, { modName = { "IgniteBurnRate" }, cfg = "skill" }, }, }, { label = "Ignite Duration", { format = "{2:output:IgniteDuration}s", { breakdown = "IgniteDuration" }, { label = "Player modifiers", modName = "EnemyIgniteDuration", cfg = "skill" }, { label = "Enemy modifiers", modName = "SelfIgniteDuration", enemy = true }, }, }, { label = "Dmg. per Ignite", flag = "igniteCanStack", { format = "{1:output:IgniteDamage}", { breakdown = "MainHand.IgniteDamage" }, { breakdown = "OffHand.IgniteDamage" }, { breakdown = "IgniteDamage" }, }, }, } }, { 1, "Decay", 1, "Decay", data.colorCodes.OFFENCE, { extra = "{1:output:DecayDPS} {2:output:DecayDuration}s", flag = "decay", { label = "Total Increased", { format = "{0:mod:1}%", { modName = { "Damage", "ChaosDamage" }, modType = "INC", cfg = "decay" }, }, }, { label = "Total More", { format = "{0:mod:1}%", { modName = { "Damage", "ChaosDamage" }, modType = "MORE", cfg = "decay" }, }, }, { label = "Effective DPS Mod", flag = "effective", { format = "x {3:output:DecayEffMult}", { breakdown = "DecayEffMult" }, { label = "Enemy modifiers", modName = { "ChaosResist", "DamageTaken", "DotTaken", "ChaosDamageTaken" }, enemy = true }, }, }, { label = "Decay DPS", { format = "{1:output:DecayDPS}", { breakdown = "DecayDPS" }, }, }, { label = "Decay Duration", { format = "{2:output:DecayDuration}s", { breakdown = "DecayDuration" }, { modName = "Duration", cfg = "decay" }, }, }, } }, { 1, "LeechGain", 1, "Leech & Gain on Hit", data.colorCodes.OFFENCE, { { label = "Life Leech Cap", flag = "leechLife", { format = "{1:output:MaxLifeLeechRate}", { breakdown = "MaxLifeLeechRate" }, { modName = "MaxLifeLeechRate" }, }, }, { label = "Life Leech Rate", flag = "leechLife", notFlag = "showAverage", { format = "{1:output:LifeLeechRate}", { breakdown = "LifeLeech" }, { label = "Player modifiers", notFlagList = { "totem", "attack" }, modName = { "DamageLifeLeech", "PhysicalDamageLifeLeech", "LightningDamageLifeLeech", "ColdDamageLifeLeech", "FireDamageLifeLeech", "ChaosDamageLifeLeech", "ElementalDamageLifeLeech" }, modType = "BASE", cfg = "skill" }, { label = "Main Hand", notFlag = "totem", flag = "weapon1Attack", modName = { "DamageLifeLeech", "PhysicalDamageLifeLeech", "LightningDamageLifeLeech", "ColdDamageLifeLeech", "FireDamageLifeLeech", "ChaosDamageLifeLeech", "ElementalDamageLifeLeech" }, modType = "BASE", cfg = "weapon1" }, { label = "Off Hand", notFlag = "totem", flag = "weapon2Attack", modName = { "DamageLifeLeech", "PhysicalDamageLifeLeech", "LightningDamageLifeLeech", "ColdDamageLifeLeech", "FireDamageLifeLeech", "ChaosDamageLifeLeech", "ElementalDamageLifeLeech" }, modType = "BASE", cfg = "weapon2" }, { label = "Totem modifiers", flag = "totem", modName = { "DamageLifeLeechToPlayer" }, modType = "BASE", cfg = "skill" }, { label = "Enemy modifiers", modName = { "SelfDamageLifeLeech" }, modType = "BASE", enemy = true }, }, }, { label = "Life Leech per Hit", flagList = { "leechLife", "showAverage" }, { format = "{1:output:LifeLeechPerHit}", { breakdown = "LifeLeech" }, { label = "Player modifiers", notFlagList = { "totem", "attack" }, modName = { "DamageLifeLeech", "PhysicalDamageLifeLeech", "LightningDamageLifeLeech", "ColdDamageLifeLeech", "FireDamageLifeLeech", "ChaosDamageLifeLeech", "ElementalDamageLifeLeech" }, modType = "BASE", cfg = "skill" }, { label = "Main Hand", notFlag = "totem", flag = "weapon1Attack", modName = { "DamageLifeLeech", "PhysicalDamageLifeLeech", "LightningDamageLifeLeech", "ColdDamageLifeLeech", "FireDamageLifeLeech", "ChaosDamageLifeLeech", "ElementalDamageLifeLeech" }, modType = "BASE", cfg = "weapon1" }, { label = "Off Hand", notFlag = "totem", flag = "weapon2Attack", modName = { "DamageLifeLeech", "PhysicalDamageLifeLeech", "LightningDamageLifeLeech", "ColdDamageLifeLeech", "FireDamageLifeLeech", "ChaosDamageLifeLeech", "ElementalDamageLifeLeech" }, modType = "BASE", cfg = "weapon2" }, { label = "Totem modifiers", flag = "totem", modName = { "DamageLifeLeechToPlayer" }, modType = "BASE", cfg = "skill" }, { label = "Enemy modifiers", modName = { "SelfDamageLifeLeech" }, modType = "BASE", enemy = true }, }, }, { label = "Life Gain Rate", notFlag = "showAverage", haveOutput = "LifeOnHitRate", { format = "{1:output:LifeOnHitRate}", { label = "Player modifiers", notFlag = "attack", modName = "LifeOnHit", modType = "BASE", cfg = "skill" }, { label = "Main Hand", flag = "weapon1Attack", modName = "LifeOnHit", modType = "BASE", cfg = "weapon1" }, { label = "Off Hand", flag = "weapon2Attack", modName = "LifeOnHit", modType = "BASE", cfg = "weapon2" }, { label = "Enemy modifiers", modName = { "SelfLifeOnHit" }, modType = "BASE", cfg = "skill", enemy = true }, }, }, { label = "Life Gain per Hit", flag = "showAverage", haveOutput = "LifeOnHit", { format = "{1:output:LifeOnHit}", { label = "Player modifiers", notFlag = "attack", modName = "LifeOnHit", modType = "BASE", cfg = "skill" }, { label = "Main Hand", flag = "weapon1Attack", modName = "LifeOnHit", modType = "BASE", cfg = "weapon1" }, { label = "Off Hand", flag = "weapon2Attack", modName = "LifeOnHit", modType = "BASE", cfg = "weapon2" }, { label = "Enemy modifiers", modName = { "SelfLifeOnHit" }, modType = "BASE", cfg = "skill", enemy = true }, }, }, { label = "ES Leech Cap", flag = "leechES", { format = "{1:output:MaxEnergyShieldLeechRate}", { breakdown = "MaxEnergyShieldLeechRate" }, { modName = "MaxLifeLeechRate" }, }, }, { label = "ES Leech Rate", flag = "leechES", notFlag = "showAverage", { format = "{1:output:EnergyShieldLeechRate}", { breakdown = "EnergyShieldLeech" }, { label = "Player modifiers", notFlagList = { "totem", "attack" }, modName = { "DamageLifeLeech", "PhysicalDamageLifeLeech", "LightningDamageLifeLeech", "ColdDamageLifeLeech", "FireDamageLifeLeech", "ChaosDamageLifeLeech", "ElementalDamageLifeLeech" }, modType = "BASE", cfg = "skill" }, { label = "Main Hand", notFlag = "totem", flag = "weapon1Attack", modName = { "DamageLifeLeech", "PhysicalDamageLifeLeech", "LightningDamageLifeLeech", "ColdDamageLifeLeech", "FireDamageLifeLeech", "ChaosDamageLifeLeech", "ElementalDamageLifeLeech" }, modType = "BASE", cfg = "weapon1" }, { label = "Off Hand", notFlag = "totem", flag = "weapon2Attack", modName = { "DamageLifeLeech", "PhysicalDamageLifeLeech", "LightningDamageLifeLeech", "ColdDamageLifeLeech", "FireDamageLifeLeech", "ChaosDamageLifeLeech", "ElementalDamageLifeLeech" }, modType = "BASE", cfg = "weapon2" }, { label = "Totem modifiers", flag = "totem", modName = { "DamageLifeLeechToPlayer" }, modType = "BASE", cfg = "skill" }, { label = "Enemy modifiers", modName = { "SelfDamageLifeLeech" }, modType = "BASE", enemy = true }, }, }, { label = "ES Leech per Hit", flagList = { "leechES", "showAverage" }, { format = "{1:output:EnergyShieldLeechPerHit}", { breakdown = "EnergyShieldLeech" }, { label = "Player modifiers", notFlagList = { "totem", "attack" }, modName = { "DamageLifeLeech", "PhysicalDamageLifeLeech", "LightningDamageLifeLeech", "ColdDamageLifeLeech", "FireDamageLifeLeech", "ChaosDamageLifeLeech", "ElementalDamageLifeLeech" }, modType = "BASE", cfg = "skill" }, { label = "Main Hand", notFlag = "totem", flag = "weapon1Attack", modName = { "DamageLifeLeech", "PhysicalDamageLifeLeech", "LightningDamageLifeLeech", "ColdDamageLifeLeech", "FireDamageLifeLeech", "ChaosDamageLifeLeech", "ElementalDamageLifeLeech" }, modType = "BASE", cfg = "weapon1" }, { label = "Off Hand", notFlag = "totem", flag = "weapon2Attack", modName = { "DamageLifeLeech", "PhysicalDamageLifeLeech", "LightningDamageLifeLeech", "ColdDamageLifeLeech", "FireDamageLifeLeech", "ChaosDamageLifeLeech", "ElementalDamageLifeLeech" }, modType = "BASE", cfg = "weapon2" }, { label = "Totem modifiers", flag = "totem", modName = { "DamageLifeLeechToPlayer" }, modType = "BASE", cfg = "skill" }, { label = "Enemy modifiers", modName = { "SelfDamageLifeLeech" }, modType = "BASE", enemy = true }, }, }, { label = "ES Gain Rate", notFlag = "showAverage", haveOutput = "EnergyShieldOnHitRate", { format = "{1:output:EnergyShieldOnHitRate}", { label = "Player modifiers", notFlag = "attack", modName = "EnergyShieldOnHit", modType = "BASE", cfg = "skill" }, { label = "Main Hand", flag = "weapon1Attack", modName = "EnergyShieldOnHit", modType = "BASE", cfg = "weapon1" }, { label = "Off Hand", flag = "weapon2Attack", modName = "EnergyShieldOnHit", modType = "BASE", cfg = "weapon2" }, { label = "Enemy modifiers", modName = { "SelfEnergyShieldOnHit" }, modType = "BASE", enemy = true }, }, }, { label = "ES Gain per Hit", flag = "showAverage", haveOutput = "EnergyShieldOnHit", { format = "{1:output:EnergyShieldOnHit}", { label = "Player modifiers", notFlag = "attack", modName = "EnergyShieldOnHit", modType = "BASE", cfg = "skill" }, { label = "Main Hand", flag = "weapon1Attack", modName = "EnergyShieldOnHit", modType = "BASE", cfg = "weapon1" }, { label = "Off Hand", flag = "weapon2Attack", modName = "EnergyShieldOnHit", modType = "BASE", cfg = "weapon2" }, { label = "Enemy modifiers", modName = { "SelfEnergyShieldOnHit" }, modType = "BASE", cfg = "skill", enemy = true }, }, }, { label = "Mana Leech Cap", flag = "leechMana", { format = "{1:output:MaxManaLeechRate}", { breakdown = "MaxManaLeechRate" }, { modName = "MaxManaLeechRate" }, }, }, { label = "Mana Leech Rate", flag = "leechMana", notFlag = "showAverage", { format = "{1:output:ManaLeechRate}", { breakdown = "ManaLeech" }, { label = "Player modifiers", notFlag = "attack", modName = { "DamageManaLeech", "PhysicalDamageManaLeech", "LightningDamageManaLeech", "ColdDamageManaLeech", "FireDamageManaLeech", "ChaosDamageManaLeech", "ElementalDamageManaLeech" }, modType = "BASE", cfg = "skill" }, { label = "Main Hand", flag = "weapon1Attack", modName = { "DamageManaLeech", "PhysicalDamageManaLeech", "LightningDamageManaLeech", "ColdDamageManaLeech", "FireDamageManaLeech", "ChaosDamageManaLeech", "ElementalDamageManaLeech" }, modType = "BASE", cfg = "weapon1" }, { label = "Off Hand", flag = "weapon2Attack", modName = { "DamageManaLeech", "PhysicalDamageManaLeech", "LightningDamageManaLeech", "ColdDamageManaLeech", "FireDamageManaLeech", "ChaosDamageManaLeech", "ElementalDamageManaLeech" }, modType = "BASE", cfg = "weapon2" }, { label = "Enemy modifiers", modName = { "SelfDamageManaLeech" }, modType = "BASE", cfg = "skill", enemy = true }, }, }, { label = "Mana Leech per Hit", flagList = { "leechMana", "showAverage" }, { format = "{1:output:ManaLeechPerHit}", { breakdown = "ManaLeech" }, { label = "Player modifiers", notFlag = "attack", modName = { "DamageManaLeech", "PhysicalDamageManaLeech", "LightningDamageManaLeech", "ColdDamageManaLeech", "FireDamageManaLeech", "ChaosDamageManaLeech", "ElementalDamageManaLeech" }, modType = "BASE", cfg = "skill" }, { label = "Main Hand", flag = "weapon1Attack", modName = { "DamageManaLeech", "PhysicalDamageManaLeech", "LightningDamageManaLeech", "ColdDamageManaLeech", "FireDamageManaLeech", "ChaosDamageManaLeech", "ElementalDamageManaLeech" }, modType = "BASE", cfg = "weapon1" }, { label = "Off Hand", flag = "weapon2Attack", modName = { "DamageManaLeech", "PhysicalDamageManaLeech", "LightningDamageManaLeech", "ColdDamageManaLeech", "FireDamageManaLeech", "ChaosDamageManaLeech", "ElementalDamageManaLeech" }, modType = "BASE", cfg = "weapon2" }, { label = "Enemy modifiers", modName = { "SelfDamageManaLeech" }, modType = "BASE", enemy = true }, }, }, { label = "Mana Gain Rate", notFlag = "showAverage", haveOutput = "ManaOnHitRate", { format = "{1:output:ManaOnHitRate}", { label = "Player modifiers", notFlag = "attack", modName = "ManaOnHit", modType = "BASE", cfg = "skill" }, { label = "Main Hand", flag = "weapon1Attack", modName = "ManaOnHit", modType = "BASE", cfg = "weapon1" }, { label = "Off Hand", flag = "weapon2Attack", modName = "ManaOnHit", modType = "BASE", cfg = "weapon2" }, { label = "Enemy modifiers", modName = { "SelfManaOnHit" }, modType = "BASE", cfg = "skill", enemy = true }, }, }, { label = "Mana Gain per Hit", flag = "showAverage", haveOutput = "ManaOnHit", { format = "{1:output:ManaOnHit}", { label = "Player modifiers", notFlag = "attack", modName = "ManaOnHit", modType = "BASE", cfg = "skill" }, { label = "Main Hand", flag = "weapon1Attack", modName = "ManaOnHit", modType = "BASE", cfg = "weapon1" }, { label = "Off Hand", flag = "weapon2Attack", modName = "ManaOnHit", modType = "BASE", cfg = "weapon2" }, { label = "Enemy modifiers", modName = { "SelfManaOnHit" }, modType = "BASE", cfg = "skill", enemy = true }, }, }, } }, { 1, "MiscEffects", 1, "Other Effects", data.colorCodes.OFFENCE, { { label = "Chance to Shock", flag = "shock", { format = "{0:output:ShockChance}%", { breakdown = "MainHand.ShockChance" }, { breakdown = "OffHand.ShockChance" }, { breakdown = "ShockChance" }, { label = "Player modifiers", modName = "EnemyShockChance", cfg = "skill" }, { label = "Enemy modifiers", modName = "SelfShockChance", enemy = true }, }, }, { label = "Shock Dur. Mod", flag = "shock", { format = "x {2:output:ShockDurationMod}", { breakdown = "MainHand.ShockDPS" }, { breakdown = "OffHand.ShockDPS" }, { breakdown = "ShockDPS" }, { label = "Player modifiers", modName = "EnemyShockDuration", cfg = "skill" }, { label = "Enemy modifiers", modName = "SelfShockDuration", enemy = true }, }, }, { label = "Chance to Freeze", flag = "freeze", { format = "{0:output:FreezeChance}%", { breakdown = "MainHand.FreezeChance" }, { breakdown = "OffHand.FreezeChance" }, { breakdown = "FreezeChance" }, { label = "Player modifiers", modName = "EnemyFreezeChance", cfg = "skill" }, { label = "Enemy modifiers", modName = "SelfFreezeChance", enemy = true }, }, }, { label = "Freeze Dur. Mod", flag = "freeze", { format = "x {2:output:FreezeDurationMod}", { breakdown = "MainHand.FreezeDPS" }, { breakdown = "OffHand.FreezeDPS" }, { breakdown = "FreezeDPS" }, { label = "Player modifiers", modName = "EnemyFreezeDuration", cfg = "skill" }, { label = "Enemy modifiers", modName = "SelfFreezeDuration", enemy = true }, }, }, { label = "Stun Threshold", flag = "hit", notFlag = "attack", { format = "x {2:output:EnemyStunThresholdMod}", { modName = "EnemyStunThreshold", cfg = "skill" }, }, }, { label = "Stun Duration", flag = "hit", notFlag = "attack", { format = "{2:output:EnemyStunDuration}s", { breakdown = "EnemyStunDuration" }, { label = "Player modifiers", modName = { "EnemyStunDuration" }, cfg = "skill" }, { label = "Enemy modifiers", modName = { "StunRecovery" }, enemy = true }, }, }, { label = "MH Stun Threshold", bgCol = data.colorCodes.MAINHANDBG, flagList = {"hit","weapon1Attack"}, { format = "x {2:output:MainHand.EnemyStunThresholdMod}", { modName = "EnemyStunThreshold", cfg = "weapon1" }, }, }, { label = "MH Stun Duration", bgCol = data.colorCodes.MAINHANDBG, flagList = {"hit","weapon1Attack"}, { format = "{2:output:MainHand.EnemyStunDuration}s", { breakdown = "MainHand.EnemyStunDuration" }, { label = "Player modifiers", modName = { "EnemyStunDuration" }, cfg = "weapon1" }, { label = "Enemy modifiers", modName = { "StunRecovery" }, enemy = true }, }, }, { label = "OH Stun Threshold", bgCol = data.colorCodes.OFFHANDBG, flagList = {"hit","weapon2Attack"}, { format = "x {2:output:OffHand.EnemyStunThresholdMod}", { modName = "EnemyStunThreshold", cfg = "weapon2" }, }, }, { label = "OH Stun Duration", bgCol = data.colorCodes.OFFHANDBG, flagList = {"hit","weapon2Attack"}, { format = "{2:output:OffHand.EnemyStunDuration}s", { breakdown = "OffHand.EnemyStunDuration" }, { label = "Player modifiers", modName = { "EnemyStunDuration" }, cfg = "weapon2" }, { label = "Enemy modifiers", modName = { "StunRecovery" }, enemy = true }, }, }, { label = "Inc. Item Quantity", { format = "{0:mod:1}%", { modName = "LootQuantity", modType = "INC", cfg = "skill" }, }, }, { label = "Inc. Item Rarity", { format = "{0:mod:1}%", { modName = "LootRarity", modType = "INC", cfg = "skill" }, }, }, } }, { 1, "Attributes", 2, "Attributes", data.colorCodes.NORMAL, { extra = data.colorCodes.STRENGTH.."{0:output:Str}^7, "..data.colorCodes.DEXTERITY.."{0:output:Dex}^7, "..data.colorCodes.INTELLIGENCE.."{0:output:Int}", { label = "Strength", { format = "{0:output:Str}", { breakdown = "Str" }, { modName = "Str" }, }, }, { label = "Dexterity", { format = "{0:output:Dex}", { breakdown = "Dex" }, { modName = "Dex" }, }, }, { label = "Intelligence", { format = "{0:output:Int}", { breakdown = "Int" }, { modName = "Int" }, }, }, } }, { 1, "Life", 2, "Life", data.colorCodes.DEFENCE, { extra = "{0:output:LifeUnreserved}/{0:output:Life}", { label = "Base from Gear", { format = "{0:mod:1}", { modName = "Life", modType = "BASE", modSource = "Item" }, }, }, { label = "Inc. from Tree", { format = "{0:mod:1}%", { modName = "Life", modType = "INC", modSource = "Tree" }, }, }, { label = "Total Base", { format = "{0:mod:1}", { modName = "Life", modType = "BASE" }, }, }, { label = "Total Increased", { format = "{0:mod:1}%", { modName = "Life", modType = "INC", }, }, }, { label = "Total More", { format = "{0:mod:1}%", { modName = "Life", modType = "MORE", }, }, }, { label = "Total", { format = "{0:output:Life}", { breakdown = "Life" }, }, }, { label = "Reserved", { format = "{0:output:LifeReserved} ({0:output:LifeReservedPercent}%)", { breakdown = "LifeReserved" }, }, }, { label = "Unreserved", { format = "{0:output:LifeUnreserved} ({0:output:LifeUnreservedPercent}%)" }, }, { label = "Regen", { format = "{1:output:LifeRegen} ({1:output:LifeRegenPercent}%)", { modName = { "LifeRegen", "LifeRegenPercent" }, modType = "BASE" }, }, }, } }, { 1, "Mana", 2, "Mana", data.colorCodes.DEFENCE, { extra = "{0:output:ManaUnreserved}/{0:output:Mana}", notFlag = "minionSkill", { label = "Base from Gear", { format = "{0:mod:1}", { modName = "Mana", modType = "BASE", modSource = "Item" }, }, }, { label = "Inc. from Tree", { format = "{0:mod:1}%", { modName = "Mana", modType = "INC", modSource = "Tree" }, }, }, { label = "Total Base", { format = "{0:mod:1}", { modName = "Mana", modType = "BASE" }, }, }, { label = "Total Increased", { format = "{0:mod:1}%", { modName = "Mana", modType = "INC" }, }, }, { label = "Total", { format = "{0:output:Mana}", { breakdown = "Mana" }, }, }, { label = "Reserved", { format = "{0:output:ManaReserved} ({0:output:ManaReservedPercent}%)", { breakdown = "ManaReserved" }, }, }, { label = "Unreserved", { format = "{0:output:ManaUnreserved} ({0:output:ManaUnreservedPercent}%)" }, }, { label = "Base Regen", { format = "{1:mod:1}", { modName = "ManaRegen", modType = "BASE" }, }, }, { label = "Increased Regen", { format = "{0:mod:1}%", { modName = "ManaRegen", modType = "INC" }, }, }, { label = "Regen", { format = "{1:output:ManaRegen}", { breakdown = "ManaRegen" }, }, }, } }, { 1, "EnergyShield", 2, "Energy Shield", data.colorCodes.DEFENCE, { extra = "{0:output:EnergyShield}", { label = "Base from Armours", { format = "{0:output:Gear:EnergyShield}", }, }, { label = "Global Base", { format = "{0:mod:1}", { modName = "EnergyShield", modType = "BASE" }, }, }, { label = "Inc. from Tree", { format = "{0:mod:1}%", { modName = "EnergyShield", modType = "INC", modSource = "Tree" }, }, }, { label = "Total Increased", { format = "{0:mod:1}%", { modName = { "EnergyShield", "Defences" }, modType = "INC" }, }, }, { label = "Total More", { format = "{0:mod:1}%", { modName = { "EnergyShield", "Defences" }, modType = "MORE" }, }, }, { label = "Total", { format = "{0:output:EnergyShield}", { breakdown = "EnergyShield" }, }, }, { label = "Recharge Rate", { format = "{1:output:EnergyShieldRecharge}", { breakdown = "EnergyShieldRecharge" }, { modName = { "EnergyShieldRecharge", "EnergyShieldRecovery" }, }, }, }, { label = "Recharge Delay", { format = "{2:output:EnergyShieldRechargeDelay}s", { breakdown = "EnergyShieldRechargeDelay" }, { modName = "EnergyShieldRechargeFaster" }, }, }, { label = "Regen", { format = "{1:output:EnergyShieldRegen} ({1:output:EnergyShieldRegenPercent}%)", { modName = { "EnergyShieldRegen", "EnergyShieldRegenPercent", "EnergyShieldRecovery" } }, }, }, } }, { 1, "Armour", 3, "Armour", data.colorCodes.DEFENCE, { extra = "{0:output:Armour}", { label = "Base from Armours", { format = "{0:output:Gear:Armour}" }, }, { label = "Global Base", { format = "{0:mod:1}", { modName = "Armour", modType = "BASE" }, }, }, { label = "Inc. from Tree", { format = "{0:mod:1}%", { modName = { "Armour", "ArmourAndEvasion" }, modType = "INC", modSource = "Tree", }, }, }, { label = "Total Increased", { format = "{0:mod:1}%", { modName = { "Armour", "ArmourAndEvasion", "Defences" }, modType = "INC" }, }, }, { label = "Total More", { format = "{0:mod:1}%", { modName = { "Armour", "ArmourAndEvasion", "Defences" }, modType = "MORE" }, }, }, { label = "Total", { format = "{0:output:Armour}", { breakdown = "Armour" }, }, }, } }, { 1, "Evasion", 3, "Evasion", data.colorCodes.DEFENCE, { extra = "{0:output:Evasion}", { label = "Base from Armours", { format = "{0:output:Gear:Evasion}", }, }, { label = "Global Base", { format = "{0:mod:1}", { modName = "Evasion", modType = "BASE" }, }, }, { label = "Inc. from Tree", { format = "{0:mod:1}%", { modName = { "Evasion", "ArmourAndEvasion" }, modType = "INC", modSource = "Tree" }, }, }, { label = "Total Increased", { format = "{0:mod:1}%", { modName = { "Evasion", "ArmourAndEvasion", "Defences" }, modType = "INC" }, }, }, { label = "Total More", { format = "{0:mod:1}%", { modName = { "Evasion", "ArmourAndEvasion", "Defences" }, modType = "MORE" }, }, }, { label = "Total", { format = "{0:output:Evasion}", { breakdown = "Evasion" }, }, }, { label = "Evade Chance", { format = "{0:output:EvadeChance}%", { breakdown = "EvadeChance" }, { modName = { "CannotEvade" } }, { label = "Enemy Accuracy modifiers", modName = "Accuracy", enemy = true }, }, }, } }, { 1, "Resist", 3, "Resists", data.colorCodes.DEFENCE, { extra = data.colorCodes.FIRE.."{0:output:FireResist}+{0:output:FireResistOverCap}^7/"..data.colorCodes.COLD.."{0:output:ColdResist}+{0:output:ColdResistOverCap}^7/"..data.colorCodes.LIGHTNING.."{0:output:LightningResist}+{0:output:LightningResistOverCap}", { label = "Fire Resist", { format = "{0:output:FireResist}% (+{0:output:FireResistOverCap}%)", { breakdown = "FireResist" }, { modName = { "FireResistMax", "FireResist", "ElementalResist" }, }, }, }, { label = "Cold Resist", { format = "{0:output:ColdResist}% (+{0:output:ColdResistOverCap}%)", { breakdown = "ColdResist" }, { modName = { "ColdResistMax", "ColdResist", "ElementalResist" }, }, }, }, { label = "Lightning Resist", { format = "{0:output:LightningResist}% (+{0:output:LightningResistOverCap}%)", { breakdown = "LightningResist" }, { modName = { "LightningResistMax", "LightningResist", "ElementalResist" }, }, }, }, { label = "Chaos Resist", { format = "{0:output:ChaosResist}% (+{0:output:ChaosResistOverCap}%)", { breakdown = "ChaosResist" }, { modName = { "ChaosResistMax", "ChaosResist" }, }, }, }, } }, { 1, "MiscDefences", 3, "Other Defences", data.colorCodes.DEFENCE, { { label = "Movement Speed", { format = "x {2:output:MovementSpeedMod}", { modName = "MovementSpeed" }, }, }, { label = "Dodge Chance", { format = "{0:output:AttackDodgeChance}%", { modName = "AttackDodgeChance" }, }, }, { label = "Spell Ddg. Chance", { format = "{0:output:SpellDodgeChance}%", { modName = "SpellDodgeChance" }, }, }, { label = "Block Chance", { format = "{0:output:BlockChance}%", { breakdown = "BlockChance" }, { modName = "BlockChance" }, }, }, { label = "Spell Block Chance", { format = "{0:output:SpellBlockChance}%", { breakdown = "SpellBlockChance" }, { modName = { "SpellBlockChance", "BlockChanceConv" }, }, }, }, { label = "Stun Avoid Chance", { format = "{0:output:StunAvoidChance}%", { modName = "AvoidStun" }, }, }, { label = "Stun Duration", { format = "{2:output:StunDuration}s", { breakdown = "StunDuration" }, { modName = "StunRecovery" }, }, }, { label = "Block Duration", { format = "{2:output:BlockDuration}s", { breakdown = "BlockDuration" }, { modName = { "StunRecovery", "BlockRecovery" }, }, }, }, { label = "Mind over Matter", { format = "{0:mod:1}%", { modName = "DamageTakenFromManaBeforeLife" }, }, }, } }, }