Files
PathOfBuilding/Modules/CalcSections.lua

1581 lines
108 KiB
Lua

-- Path of Building
--
-- Module: Calc Sections
-- List of sections for the Calcs tab
--
-- Commonly used modifier lists
local physicalHitTaken = {
"DamageTaken", "PhysicalDamageTaken"
}
local lightningHitTaken = {
"DamageTaken", "LightningDamageTaken", "ElementalDamageTaken", "LightningResist", "ElementalResist"
}
local coldHitTaken = {
"DamageTaken", "ColdDamageTaken", "ElementalDamageTaken", "ColdResist", "ElementalResist"
}
local fireHitTaken = {
"DamageTaken", "FireDamageTaken", "ElementalDamageTaken", "FireResist", "ElementalResist"
}
local chaosHitTaken = {
"DamageTaken", "ChaosDamageTaken", "ChaosResist"
}
local physicalConvert = {
"SkillPhysicalDamageConvertToLightning", "SkillPhysicalDamageConvertToCold", "SkillPhysicalDamageConvertToFire", "SkillPhysicalDamageConvertToChaos",
"PhysicalDamageConvertToLightning", "PhysicalDamageConvertToCold", "PhysicalDamageConvertToFire", "PhysicalDamageConvertToChaos", "NonChaosDamageConvertToChaos",
"PhysicalDamageGainAsLightning", "PhysicalDamageGainAsCold", "PhysicalDamageGainAsFire", "PhysicalDamageGainAsChaos", "NonChaosDamageGainAsChaos"
}
local lightningConvert = {
"SkillLightningDamageConvertToCold", "SkillLightningDamageConvertToFire", "SkillLightningDamageConvertToChaos",
"LightningDamageConvertToCold", "LightningDamageConvertToFire", "LightningDamageConvertToChaos", "ElementalDamageConvertToChaos", "NonChaosDamageConvertToChaos",
"LightningDamageGainAsCold", "LightningDamageGainAsFire", "LightningDamageGainAsChaos", "ElementalDamageGainAsChaos", "NonChaosDamageGainAsChaos"
}
local coldConvert = {
"SkillColdDamageConvertToFire", "SkillColdDamageConvertToChaos",
"ColdDamageConvertToFire", "ColdDamageConvertToChaos", "ElementalDamageConvertToChaos", "NonChaosDamageConvertToChaos",
"ColdDamageGainAsFire", "ColdDamageGainAsChaos", "ElementalDamageGainAsChaos", "NonChaosDamageGainAsChaos"
}
local fireConvert = {
"SkillFireDamageConvertToChaos",
"FireDamageConvertToChaos", "ElementalDamageConvertToChaos", "NonChaosDamageConvertToChaos",
"FireDamageGainAsChaos", "ElementalDamageGainAsChaos", "NonChaosDamageGainAsChaos"
}
-- format {width, id, group, color, subection:{default hidden, label, data:{}}}
return {
{ 3, "HitDamage", 1, colorCodes.OFFENCE, {{ defaultCollapsed = false, label = "Skill Hit Damage", data = {
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:1,2}",
{ label = "Player modifiers", modName = "PhysicalMin", modType = "BASE", cfg = "skill" },
{ label = "Enemy modifiers", modName = "SelfPhysicalMin", modType = "BASE", enemy = true, cfg = "skill" },
},
{ format = "{0:mod:1,2}",
{ label = "Player modifiers", modName = "LightningMin", modType = "BASE", cfg = "skill" },
{ label = "Enemy modifiers", modName = "SelfLightningMin", modType = "BASE", enemy = true, cfg = "skill" },
},
{ format = "{0:mod:1,2}",
{ label = "Player modifiers", modName = "ColdMin", modType = "BASE", cfg = "skill" },
{ label = "Enemy modifiers", modName = "SelfColdMin", modType = "BASE", enemy = true, cfg = "skill" },
},
{ format = "{0:mod:1,2}",
{ label = "Player modifiers", modName = "FireMin", modType = "BASE", cfg = "skill" },
{ label = "Enemy modifiers", modName = "SelfFireMin", modType = "BASE", enemy = true, cfg = "skill" },
},
{ format = "{0:mod:1,2}",
{ label = "Player modifiers", modName = "ChaosMin", modType = "BASE", cfg = "skill" },
{ label = "Enemy modifiers", modName = "SelfChaosMin", modType = "BASE", enemy = true, cfg = "skill" },
},
},
{ label = "Added Max",
{ },
{ format = "{0:mod:1,2}",
{ label = "Player modifiers", modName = "PhysicalMax", modType = "BASE", cfg = "skill" },
{ label = "Enemy modifiers", modName = "SelfPhysicalMax", modType = "BASE", enemy = true, cfg = "skill" },
},
{ format = "{0:mod:1,2}",
{ label = "Player modifiers", modName = "LightningMax", modType = "BASE", cfg = "skill" },
{ label = "Enemy modifiers", modName = "SelfLightningMax", modType = "BASE", enemy = true, cfg = "skill" },
},
{ format = "{0:mod:1,2}",
{ label = "Player modifiers", modName = "ColdMax", modType = "BASE", cfg = "skill" },
{ label = "Enemy modifiers", modName = "SelfColdMax", modType = "BASE", enemy = true, cfg = "skill" },
},
{ format = "{0:mod:1,2}",
{ label = "Player modifiers", modName = "FireMax", modType = "BASE", cfg = "skill" },
{ label = "Enemy modifiers", modName = "SelfFireMax", modType = "BASE", enemy = true, cfg = "skill" },
},
{ format = "{0:mod:1,2}",
{ label = "Player modifiers", modName = "ChaosMax", modType = "BASE", cfg = "skill" },
{ label = "Enemy modifiers", modName = "SelfChaosMax", modType = "BASE", enemy = true, 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 = physicalHitTaken, enemy = true, cfg = "skill" },
},
{ format = "x {3:output:LightningEffMult}",
{ breakdown = "LightningEffMult" },
{ label = "Player modifiers", modName = { "LightningPenetration", "ElementalPenetration" }, cfg = "skill" },
{ label = "Enemy modifiers", modName = lightningHitTaken, enemy = true, cfg = "skill" },
},
{ format = "x {3:output:ColdEffMult}",
{ breakdown = "ColdEffMult" },
{ label = "Player modifiers", modName = { "ColdPenetration", "ElementalPenetration" }, cfg = "skill" },
{ label = "Enemy modifiers", modName = coldHitTaken, enemy = true, cfg = "skill" },
},
{ format = "x {3:output:FireEffMult}",
{ breakdown = "FireEffMult" },
{ label = "Player modifiers", modName = { "FirePenetration", "ElementalPenetration" }, cfg = "skill" },
{ label = "Enemy modifiers", modName = fireHitTaken, enemy = true, cfg = "skill" },
},
{ format = "x {3:output:ChaosEffMult}",
{ breakdown = "ChaosEffMult" },
{ label = "Player modifiers", modName = "ChaosPenetration", cfg = "skill" },
{ label = "Enemy modifiers", modName = chaosHitTaken, enemy = true, cfg = "skill" },
},
},
{ 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 = physicalConvert },
},
{ format = "{0:output:LightningMin} to {0:output:LightningMax}",
{ breakdown = "Lightning" },
{ label = "Conversions", modType = "BASE", cfg = "skill", modName = lightningConvert },
},
{ format = "{0:output:ColdMin} to {0:output:ColdMax}",
{ breakdown = "Cold" },
{ label = "Conversions", modType = "BASE", cfg = "skill", modName = coldConvert },
},
{ format = "{0:output:FireMin} to {0:output:FireMax}",
{ breakdown = "Fire" },
{ label = "Conversions", modType = "BASE", cfg = "skill", modName = fireConvert },
},
{ 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 = 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 = 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 = colorCodes.MAINHANDBG, flagList = {"weapon1Attack","effective"},
{ },
{ format = "x {3:output:MainHand.PhysicalEffMult}",
{ breakdown = "MainHand.PhysicalEffMult" },
{ label = "Enemy modifiers", modName = physicalHitTaken, enemy = true, cfg = "weapon1" },
},
{ format = "x {3:output:MainHand.LightningEffMult}",
{ breakdown = "MainHand.LightningEffMult" },
{ label = "Player modifiers", modName = { "LightningPenetration", "ElementalPenetration" }, cfg = "weapon1" },
{ label = "Enemy modifiers", modName = lightningHitTaken, enemy = true, cfg = "weapon1" },
},
{ format = "x {3:output:MainHand.ColdEffMult}",
{ breakdown = "MainHand.ColdEffMult" },
{ label = "Player modifiers", modName = { "ColdPenetration", "ElementalPenetration" }, cfg = "weapon1" },
{ label = "Enemy modifiers", modName = coldHitTaken, enemy = true, cfg = "weapon1" },
},
{ format = "x {3:output:MainHand.FireEffMult}",
{ breakdown = "MainHand.FireEffMult" },
{ label = "Player modifiers", modName = { "FirePenetration", "ElementalPenetration" }, cfg = "weapon1" },
{ label = "Enemy modifiers", modName = fireHitTaken, enemy = true, cfg = "weapon1" },
},
{ format = "x {3:output:MainHand.ChaosEffMult}",
{ breakdown = "MainHand.ChaosEffMult" },
{ label = "Player modifiers", modName = "ChaosPenetration", cfg = "weapon1" },
{ label = "Enemy modifiers", modName = chaosHitTaken, enemy = true, cfg = "weapon1" },
},
},
{ label = "MH Hit Damage", bgCol = 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 = physicalConvert },
},
{ format = "{0:output:MainHand.LightningMin} to {0:output:MainHand.LightningMax}",
{ breakdown = "MainHand.Lightning" },
{ label = "Conversions", modType = "BASE", cfg = "weapon1", modName = lightningConvert },
},
{ format = "{0:output:MainHand.ColdMin} to {0:output:MainHand.ColdMax}",
{ breakdown = "MainHand.Cold" },
{ label = "Conversions", modType = "BASE", cfg = "weapon1", modName = coldConvert },
},
{ format = "{0:output:MainHand.FireMin} to {0:output:MainHand.FireMax}",
{ breakdown = "MainHand.Fire" },
{ label = "Conversions", modType = "BASE", cfg = "weapon1", modName = fireConvert },
},
{ format = "{0:output:MainHand.ChaosMin} to {0:output:MainHand.ChaosMax}",
{ breakdown = "MainHand.Chaos" },
},
},
{ label = "MH Average Hit", bgCol = colorCodes.MAINHANDBG, flag = "weapon1Attack", { format = "{1:output:MainHand.AverageHit}", { breakdown = "MainHand.AverageHit" }, }, },
-- Off Hand Hit Damage
{ label = "OH Total Increased", bgCol = 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 = 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 = colorCodes.OFFHANDBG, flagList = {"weapon2Attack","effective"},
{ },
{ format = "x {3:output:OffHand.PhysicalEffMult}",
{ breakdown = "OffHand.PhysicalEffMult" },
{ label = "Enemy modifiers", modName = physicalHitTaken, enemy = true, cfg = "weapon2" },
},
{ format = "x {3:output:OffHand.LightningEffMult}",
{ breakdown = "OffHand.LightningEffMult" },
{ label = "Player modifiers", modName = { "LightningPenetration", "ElementalPenetration" }, cfg = "weapon2" },
{ label = "Enemy modifiers", modName = lightningHitTaken, enemy = true, cfg = "weapon2" },
},
{ format = "x {3:output:OffHand.ColdEffMult}",
{ breakdown = "OffHand.ColdEffMult" },
{ label = "Player modifiers", modName = { "ColdPenetration", "ElementalPenetration" }, cfg = "weapon2" },
{ label = "Enemy modifiers", modName = coldHitTaken, enemy = true, cfg = "weapon2" },
},
{ format = "x {3:output:OffHand.FireEffMult}",
{ breakdown = "OffHand.FireEffMult" },
{ label = "Player modifiers", modName = { "FirePenetration", "ElementalPenetration" }, cfg = "weapon2" },
{ label = "Enemy modifiers", modName = fireHitTaken, enemy = true, cfg = "weapon2" },
},
{ format = "x {3:output:OffHand.ChaosEffMult}",
{ breakdown = "OffHand.ChaosEffMult" },
{ label = "Player modifiers", modName = "ChaosPenetration", cfg = "weapon2" },
{ label = "Enemy modifiers", modName = chaosHitTaken, enemy = true, cfg = "weapon2" },
},
},
{ label = "OH Hit Damage", bgCol = 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 = physicalConvert },
},
{ format = "{0:output:OffHand.LightningMin} to {0:output:OffHand.LightningMax}",
{ breakdown = "OffHand.Lightning" },
{ label = "Conversions", modType = "BASE", cfg = "weapon2", modName = lightningConvert },
},
{ format = "{0:output:OffHand.ColdMin} to {0:output:OffHand.ColdMax}",
{ breakdown = "OffHand.Cold" },
{ label = "Conversions", modType = "BASE", cfg = "weapon2", modName = coldConvert },
},
{ format = "{0:output:OffHand.FireMin} to {0:output:OffHand.FireMax}",
{ breakdown = "OffHand.Fire" },
{ label = "Conversions", modType = "BASE", cfg = "weapon2", modName = fireConvert },
},
{ format = "{0:output:OffHand.ChaosMin} to {0:output:OffHand.ChaosMax}",
{ breakdown = "OffHand.Chaos" },
},
},
{ label = "OH Average Hit", bgCol = 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, "Warcries", 1, colorCodes.OFFENCE, {{ defaultCollapsed = false, label = "Exerting Warcries", data = {
extra = "{2:output:TheoreticalOffensiveWarcryEffect} Avg Combined Impact | {2:output:TheoreticalMaxOffensiveWarcryEffect} Max Combined Impact",
colWidth = 114,
{
haveOutput = "CreateWarcryOffensiveCalcSection",
{ format = "Effective Impact" },
{ format = "Avg Dmg Effect" },
{ format = "Uptime" },
{ format = "Number of Exerts" },
{ format = "Max 1-Hit Impact"},
},
{ label = "Seismic Cry", haveOutput = "SeismicUpTimeRatio",
{ format = "{2:output:SeismicHitEffect}", { breakdown = "SeismicHitEffect"}, },
{ format = "{2:output:SeismicAvgDmg}", { breakdown = "SeismicAvgDmg"}, },
{ format = "{0:output:SeismicUpTimeRatio}%", { breakdown = "SeismicUpTimeRatio" }, },
{ format = "{0:output:SeismicExertsCount}" },
{ format = "{2:output:SeismicMaxHitEffect}" },
},
{ label = "Intimidating Cry", haveOutput = "IntimidatingUpTimeRatio",
{ format = "{2:output:IntimidatingHitEffect}", { breakdown = "IntimidatingHitEffect"}, },
{ format = "{2:output:IntimidatingAvgDmg}", { breakdown = "IntimidatingAvgDmg"}, },
{ format = "{0:output:IntimidatingUpTimeRatio}%", { breakdown = "IntimidatingUpTimeRatio" }, },
{ format = "{0:output:IntimidatingExertsCount}" },
{ format = "{2:output:IntimidatingMaxHitEffect}" },
},
{ label = "Rallying Cry", haveOutput = "RallyingUpTimeRatio",
{ format = "{2:output:RallyingHitEffect}", { breakdown = "RallyingHitEffect"}, },
{ format = "{2:output:RallyingAvgDmg}", { breakdown = "RallyingAvgDmg"}, },
{ format = "{0:output:RallyingUpTimeRatio}%", { breakdown = "RallyingUpTimeRatio" }, },
{ format = "{0:output:RallyingExertsCount}" },
{ format = "{2:output:RallyingMaxHitEffect}" },
},
{ label = "Infernal Cry", haveOutput = "InfernalUpTimeRatio",
{ format = "" },
{ format = "" },
{ format = "{0:output:InfernalUpTimeRatio}%", { breakdown = "InfernalUpTimeRatio" }, },
{ format = "{0:output:InfernalExertsCount}" },
{ format = "" },
},
{ label = "Ancestral Cry", haveOutput = "AncestralUpTimeRatio",
{ format = "" },
{ format = "" },
{ format = "{0:output:AncestralUpTimeRatio}%", { breakdown = "AncestralUpTimeRatio" }, },
{ format = "{0:output:AncestralExertsCount}" },
{ format = "" },
},
{ label = "Exerted Attacks", bgCol = colorCodes.MAINHANDBG, haveOutput = "ExertedAttackUptimeRatio",
{ format = "{2:output:ExertedAttackHitEffect}", { breakdown = "ExertedAttackHitEffect"}, },
{ format = "{2:output:ExertedAttackAvgDmg}", { modName = "ExertIncrease", cfg = "skill" }, },
{ format = "{0:output:ExertedAttackUptimeRatio}%", { breakdown = "ExertedAttackUptimeRatio" }, },
{ format = "" },
{ format = "{2:output:ExertedAttackMaxHitEffect}", { modName = "ExertIncrease", cfg = "skill" }, },
},
{ label = "Fist of War", bgCol = colorCodes.MAINHANDBG, haveOutput = "FistOfWarUptimeRatio",
{ format = "{2:output:AvgFistOfWarHitEffect}", { breakdown = "AvgFistOfWarHitEffect"}, },
{ format = "{2:output:AvgFistOfWarHit}", { modName = "FistOfWarHitMultiplier", cfg = "skill"}, },
{ format = "{0:output:FistOfWarUptimeRatio}%", { breakdown = "FistOfWarUptimeRatio" }, },
{ format = "" },
{ format = "{2:output:MaxFistOfWarHitEffect}" },
},
} }
} },
{ 3, "Dot", 1, colorCodes.OFFENCE, {{ defaultCollapsed = false, label = "Skill Damage over Time", data = {
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 = "dotPhysical" }, },
{ format = "{0:mod:1}%", { modName = { "LightningDamage", "ElementalDamage" }, modType = "INC", cfg = "dotLightning" }, },
{ format = "{0:mod:1}%", { modName = { "ColdDamage", "ElementalDamage" }, modType = "INC", cfg = "dotCold" }, },
{ format = "{0:mod:1}%", { modName = { "FireDamage", "ElementalDamage" }, modType = "INC", cfg = "dotFire" }, },
{ format = "{0:mod:1}%", { modName = "ChaosDamage", modType = "INC", cfg = "dotChaos" }, },
},
{ label = "Total More",
{ format = "{0:mod:1}%", { modName = "Damage", modType = "MORE", cfg = "dot" }, },
{ format = "{0:mod:1}%", { modName = "PhysicalDamage", modType = "MORE", cfg = "dotPhysical" }, },
{ format = "{0:mod:1}%", { modName = { "LightningDamage", "ElementalDamage" }, modType = "MORE", cfg = "dotLightning" }, },
{ format = "{0:mod:1}%", { modName = { "ColdDamage", "ElementalDamage" }, modType = "MORE", cfg = "dotCold" }, },
{ format = "{0:mod:1}%", { modName = { "FireDamage", "ElementalDamage" }, modType = "MORE", cfg = "dotFire" }, },
{ format = "{0:mod:1}%", { modName = "ChaosDamage", modType = "MORE", cfg = "dotChaos" }, },
},
{ label = "Total Multiplier",
{ format = "{0:mod:1}%", { modName = "DotMultiplier", modType = "BASE", cfg = "dot" }, },
{ format = "{0:mod:1}%", { modName = "PhysicalDotMultiplier", modType = "BASE", cfg = "dotPhysical" }, },
{ format = "{0:mod:1}%", { modName = "LightningDotMultiplier", modType = "BASE", cfg = "dotLightning" }, },
{ format = "{0:mod:1}%", { modName = "ColdDotMultiplier", modType = "BASE", cfg = "dotCold" }, },
{ format = "{0:mod:1}%", { modName = "FireDotMultiplier", modType = "BASE", cfg = "dotFire" }, },
{ format = "{0:mod:1}%", { modName = "ChaosDotMultiplier", modType = "BASE", cfg = "dotChaos" }, },
},
{ label = "Effective DPS Mod", flag = "effective",
{ },
{ format = "x {3:output:PhysicalDotEffMult}",
{ breakdown = "PhysicalDotEffMult" },
{ label = "Enemy modifiers", modName = { "DamageTaken", "DamageTakenOverTime", "PhysicalDamageTaken", "PhysicalDamageTakenOverTime", "PhysicalDamageReduction" }, enemy = true },
},
{ format = "x {3:output:LightningDotEffMult}",
{ breakdown = "LightningDotEffMult" },
{ label = "Enemy modifiers", modName = { "DamageTaken", "DamageTakenOverTime", "LightningDamageTaken", "LightningDamageTakenOverTime", "ElementalDamageTaken", "LightningResist", "ElementalResist" }, enemy = true },
},
{ format = "x {3:output:ColdDotEffMult}",
{ breakdown = "ColdDotEffMult" },
{ label = "Enemy modifiers", modName = { "DamageTaken", "DamageTakenOverTime", "ColdDamageTaken", "ColdDamageTakenOverTime", "ElementalDamageTaken", "ColdResist", "ElementalResist" }, enemy = true },
},
{ format = "x {3:output:FireDotEffMult}",
{ breakdown = "FireDotEffMult" },
{ label = "Enemy modifiers", modName = { "DamageTaken", "DamageTakenOverTime", "FireDamageTaken", "FireDamageTakenOverTime", "ElementalDamageTaken", "FireResist", "ElementalResist" }, enemy = true },
},
{ format = "x {3:output:ChaosDotEffMult}",
{ breakdown = "ChaosDotEffMult" },
{ label = "Enemy modifiers", modName = { "DamageTaken", "DamageTakenOverTime", "ChaosDamageTaken", "ChaosDamageTakenOverTime", "ChaosResist" }, enemy = true },
},
},
{ label = "Damage over Time",
{ format = "{1:output:TotalDotInstance}", },
{ 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 = "Skill DoT DPS", { format = "{1:output:TotalDot}", { breakdown = "TotalDot" }, }, },
{ label = "Mana Cost", { format = "{0:output:ManaCost}", { breakdown = "ManaCost" }, { modName = "ManaCost", cfg = "skill" }, }, },
} }
} },
{ 1, "Speed", 1, colorCodes.OFFENCE, {{ defaultCollapsed = false, label = "Attack/Cast Rate", data = {
extra = "{2:output:Speed}/s",
{ label = "MH Inc. Att. Speed", bgCol = colorCodes.MAINHANDBG, flag = "weapon1Attack", { format = "{0:mod:1}%", { modName = "Speed", modType = "INC", cfg = "weapon1", }, }, },
{ label = "MH More Att. Speed", bgCol = colorCodes.MAINHANDBG, flag = "weapon1Attack", { format = "{0:mod:1}%", { modName = "Speed", modType = "MORE", cfg = "weapon1", }, }, },
{ label = "MH Att. per second", bgCol = colorCodes.MAINHANDBG, flag = "weapon1Attack", { format = "{2:output:MainHand.Speed}", { breakdown = "MainHand.Speed" }, }, },
{ label = "OH Inc. Att. Speed", bgCol = colorCodes.OFFHANDBG, flag = "weapon2Attack", { format = "{0:mod:1}%", { modName = "Speed", modType = "INC", cfg = "weapon2", }, }, },
{ label = "OH More Att. Speed", bgCol = colorCodes.OFFHANDBG, flag = "weapon2Attack", { format = "{0:mod:1}%", { modName = "Speed", modType = "MORE", cfg = "weapon2", }, }, },
{ label = "OH Att. per second", bgCol = 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", { breakdown = "MainHand.Time" }, }, },
{ 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, colorCodes.OFFENCE, {{ defaultCollapsed = false, label = "Crits", data = {
extra = "{2:output:CritChance}% x{2:output:CritMultiplier}",
flag = "hit",
-- Skill
{ label = "Inc. Crit Chance", notFlag = "attack", { format = "{0:mod:1,2}%",
{ label = "Player modifiers", modName = "CritChance", modType = "INC", cfg = "skill" },
{ label = "Enemy modifiers", modName = "SelfCritChance", modType = "INC", enemy = true },
}, },
{ label = "Crit Chance", notFlag = "attack", { format = "{2:output:CritChance}%",
{ breakdown = "CritChance" },
{ label = "Player modifiers", modName = "CritChance", cfg = "skill" },
{ label = "Enemy modifiers", modName = "SelfCritChance", 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 = colorCodes.MAINHANDBG, flag = "weapon1Attack", { format = "{0:mod:1,2}%",
{ label = "Player modifiers", modName = "CritChance", modType = "INC", cfg = "weapon1" },
{ label = "Enemy modifiers", modName = "SelfCritChance", modType = "INC", enemy = true },
}, },
{ label = "MH Crit Chance", bgCol = colorCodes.MAINHANDBG, flag = "weapon1Attack", { format = "{2:output:MainHand.CritChance}%",
{ breakdown = "MainHand.CritChance" },
{ label = "Player modifiers", modName = "CritChance", cfg = "weapon1" },
{ label = "Enemy modifiers", modName = "SelfCritChance", enemy = true },
}, },
{ label = "MH Crit Multiplier", bgCol = 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 = colorCodes.MAINHANDBG, flag = "weapon1Attack", { format = "x {3:output:MainHand.CritEffect}", { breakdown = "MainHand.CritEffect" }, }, },
-- Off Hand
{ label = "OH Inc. Crit Chance", bgCol = colorCodes.OFFHANDBG, flag = "weapon2Attack", { format = "{0:mod:1,2}%",
{ label = "Player modifiers", modName = "CritChance", modType = "INC", cfg = "weapon2" },
{ label = "Enemy modifiers", modName = "SelfCritChance", modType = "INC", enemy = true },
}, },
{ label = "OH Crit Chance", bgCol = colorCodes.OFFHANDBG, flag = "weapon2Attack", { format = "{2:output:OffHand.CritChance}%",
{ breakdown = "OffHand.CritChance" },
{ label = "Player modifiers", modName = "CritChance", cfg = "weapon2" },
{ label = "Enemy modifiers", modName = "SelfCritChance", enemy = true },
}, },
{ label = "OH Crit Multiplier", bgCol = 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 = colorCodes.OFFHANDBG, flag = "weapon2Attack", { format = "x {3:output:OffHand.CritEffect}", { breakdown = "OffHand.CritEffect" }, }, },
} }
} },
{ 1, "Impale", 1, colorCodes.OFFENCE, {{ defaultCollapsed = false, label = "Impale", data = {
flag = "impale",
extra = "{0:output:ImpaleChance}%",
{ label = "Max Impale Stacks", { format = "{0:output:ImpaleStacksMax}", { modName = "ImpaleStacksMax" } }, },
{ label = "Stacks on Enemy", { format = "{0:output:ImpaleStacks}" }},
{ label = "MH Impale Chance", bgCol = colorCodes.MAINHANDBG, flag = "weapon1Attack", haveOutput = "MainHand.ImpaleChance", { format = "{0:output:MainHand.ImpaleChance}%",
{ flag = "weapon1Attack", modName = "ImpaleChance", modType = "BASE", cfg = "weapon1" },
}, },
{ label = "MH Stored Damage", bgCol = colorCodes.MAINHANDBG, flag = "weapon1Attack", haveOutput = "MainHand.ImpaleStoredDamage", { format = "{1:output:MainHand.ImpaleStoredDamage}%",
{ breakdown = "MainHand.ImpaleStoredDamage" },
{ flag = "weapon1Attack", modName = "ImpaleEffect", cfg = "weapon1" },
}, },
{ label = "MH DMG Mod.", bgCol = colorCodes.MAINHANDBG, flag = "weapon1Attack", haveOutput = "MainHand.ImpaleModifier", { format = "{3:output:MainHand.ImpaleModifier}",
{ breakdown = "MainHand.ImpaleModifier" },
} },
{ label = "OH Impale Chance", bgCol = colorCodes.OFFHANDBG, flag = "weapon2Attack", haveOutput = "OffHand.ImpaleChance", { format = "{0:output:OffHand.ImpaleChance}%",
{ flag = "weapon2Attack", modName = "ImpaleChance", modType = "BASE", cfg = "weapon2" },
}, },
{ label = "OH Stored Damage", bgCol = colorCodes.OFFHANDBG, flag = "weapon2Attack", haveOutput = "OffHand.ImpaleStoredDamage", { format = "{1:output:OffHand.ImpaleStoredDamage}%",
{ breakdown = "OffHand.ImpaleStoredDamage" },
{ flag = "weapon2Attack", modName = "ImpaleEffect", cfg = "weapon2" },
}, },
{ label = "OH DMG Mod.", bgCol = colorCodes.OFFHANDBG, flag = "weapon2Attack", haveOutput = "OffHand.ImpaleModifier", { format = "{3:output:OffHand.ImpaleModifier}", modType = "MORE",
{ breakdown = "OffHand.ImpaleModifier" },
}, },
{ label = "Impale DPS", flag = "impale", flag = "notAverage", { format = "{1:output:ImpaleDPS}", { breakdown = "ImpaleDPS" }, }, },
{ label = "Impale Damage", flag = "impale", flag = "showAverage", { format = "{1:output:ImpaleDPS}", { breakdown = "ImpaleDPS" }, }, },
} }
} },
{ 1, "SkillTypeStats", 1, colorCodes.OFFENCE, {{ defaultCollapsed = false, label = "Skill type-specific Stats", data = {
{ 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" },
{ breakdown = "SecondaryDurationMod" },
{ modName = { "Duration", "PrimaryDuration", "SecondaryDuration", "SkillAndDamagingAilmentDuration" }, cfg = "skill" },
}, },
{ label = "Skill Duration", flag = "duration", haveOutput = "Duration", { format = "{2:output:Duration}s", { breakdown = "Duration" }, }, },
{ label = "Secondary Duration", flag = "duration", haveOutput = "DurationSecondary", { format = "{2:output:DurationSecondary}s", { breakdown = "DurationSecondary" }, }, },
{ label = "Aura Duration", haveOutput = "AuraDuration", { format = "{2:output:AuraDuration}s", { breakdown = "AuraDuration" }, }, },
{ label = "Reserve Duration", haveOutput = "ReserveDuration", { format = "{2:output:ReserveDuration}s", { breakdown = "ReserveDuration" }, }, },
{ label = "Projectile Count", flag = "projectile", { format = "{output:ProjectileCount}", { modName = { "NoAdditionalProjectiles" , "ProjectileCount" }, cfg = "skill" }, }, },
{ label = "Pierce Count", flag = "projectile", { format = "{output:PierceCountString}", { modName = { "CannotPierce", "PierceCount", "PierceAllTargets" }, cfg = "skill" }, }, },
{ label = "Fork Count", flag = "projectile", { format = "{output:ForkCountString}", { modName = { "CannotFork", "ForkCountMax" }, cfg = "skill" }, }, },
{ label = "Max Chain Count", flag = "chaining", { format = "{output:ChainMaxString}", { modName = { "CannotChain", "ChainCountMax" }, cfg = "skill" }, }, },
{ label = "Proj. Speed Mod", flag = "projectile", { format = "x {2:output:ProjectileSpeedMod}",
{ breakdown = "ProjectileSpeedMod" },
{ modName = "ProjectileSpeed", cfg = "skill" },
}, },
{ label = "Aura Effect Mod", haveOutput = "AuraEffectMod", { format = "x {2:output:AuraEffectMod}",
{ breakdown = "AuraEffectMod" },
{ modName = "AuraEffect", cfg = "skill" },
}, },
{ label = "Curse Effect Mod", haveOutput = "CurseEffectMod", { format = "x {2:output:CurseEffectMod}",
{ breakdown = "CurseEffectMod" },
{ modName = "CurseEffect", cfg = "skill" },
}, },
{ label = "Area of Effect Mod", haveOutput = "AreaOfEffectMod", { format = "x {2:output:AreaOfEffectMod}",
{ breakdown = "AreaOfEffectMod" },
{ modName = "AreaOfEffect", cfg = "skill" },
}, },
{ label = "Radius", haveOutput = "AreaOfEffectRadius", { format = "{0:output:AreaOfEffectRadius}", { breakdown = "AreaOfEffectRadius" }, }, },
{ label = "Secondary Radius", haveOutput = "AreaOfEffectRadiusSecondary", { format = "{0:output:AreaOfEffectRadiusSecondary}",
{ breakdown = "AreaOfEffectRadiusSecondary" },
{ label = "Area of Effect modifiers", modName = "AreaOfEffectSecondary", cfg = "skill" },
}, },
{ label = "Tertiary Radius", haveOutput = "AreaOfEffectRadiusTertiary", { format = "{0:output:AreaOfEffectRadiusTertiary}",
{ breakdown = "AreaOfEffectRadiusTertiary" },
{ label = "Area of Effect modifiers", modName = "AreaOfEffectTertiary", cfg = "skill" },
}, },
{ label = "Weapon Range", haveOutput = "WeaponRange", { format = "{0:output:WeaponRange}", { breakdown = "WeaponRange" }, }, },
{ label = "Attachment Range", flag = "brand", { format = "x {2:output:BrandAttachmentRange}",
{ breakdown = "BrandAttachmentRange" },
{ modName = "BrandAttachmentRange", cfg = "skill"},
}, },
{ label = "Trap Throw Rate", flag = "trap", { format = "{2:output:TrapThrowingSpeed}",
{ breakdown = "TrapThrowingSpeed" },
{ modName = "TrapThrowingSpeed", cfg = "skill" },
}, },
{ label = "Trap Throw Time", flag = "trap", { format = "{2:output:TrapThrowingTime}s", { breakdown = "TrapThrowingTime" }, }, },
{ label = "Active Trap Limit", flag = "trap", { format = "{0:output:ActiveTrapLimit}", { modName = "ActiveTrapLimit", cfg = "skill" }, }, },
{ label = "Trap Cooldown", haveOutput = "TrapCooldown", { format = "{2:output:TrapCooldown}s",
{ breakdown = "TrapCooldown" },
{ modName = "CooldownRecovery", cfg = "skill" },
}, },
{ label = "Trap Trigg. Radius", flag = "trap", { format = "{0:output:TrapTriggerRadius}",
{ breakdown = "TrapTriggerRadius" },
{ label = "Area of Effect modifiers", modName = "TrapTriggerAreaOfEffect", cfg = "skill" },
}, },
{ label = "Mine Throw Rate", flag = "mine", { format = "{2:output:MineLayingSpeed}",
{ breakdown = "MineLayingTime" },
{ modName = "MineLayingSpeed", cfg = "skill" },
}, },
{ label = "Mine Throw Time", flag = "mine", { format = "{2:output:MineLayingTime}s", { breakdown = "MineThrowingTime" }, }, },
{ label = "Active Mine Limit", flag = "mine", { format = "{0:output:ActiveMineLimit}", { modName = "ActiveMineLimit", cfg = "skill" }, }, },
{ label = "Mine Deton. Radius", flag = "mine", { format = "{0:output:MineDetonationRadius}",
{ breakdown = "MineDetonationRadius" },
{ label = "Area of Effect modifiers", modName = "MineDetonationAreaOfEffect", cfg = "skill" },
}, },
{ label = "Mine Aura Radius", haveOutput = "MineAuraRadius", { format = "{0:output:MineAuraRadius}", { breakdown = "MineAuraRadius" }, }, },
{ label = "Totem Place Time", flag = "totem", { format = "{2:output:TotemPlacementTime}s",
{ breakdown = "TotemPlacementTime" },
{ modName = "TotemPlacementSpeed", cfg = "skill" },
}, },
{ label = "Active Totem Limit", flag = "totem", { format = "{0:output:ActiveTotemLimit}",
{ breakdown = "ActiveTotemLimit" },
{ modName = { "ActiveTotemLimit", "ActiveBallistaLimit" }, 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" }, }, },
{ label = "Active Brand Limit", flag = "brand", { format = "{0:output:ActiveBrandLimit}", { modName = "ActiveBrandLimit", cfg = "skill" }, }, },
} }
} },
{ 1, "HitChance", 1, colorCodes.OFFENCE, {{ defaultCollapsed = false, label = "Accuracy", data = {
extra = "{0:output:HitChance}%",
flag = "attack",
{ label = "MH Accuracy", bgCol = colorCodes.MAINHANDBG, flag = "weapon1Attack", { format = "{0:output:MainHand.Accuracy}",
{ breakdown = "MainHand.Accuracy" },
{ modName = "Accuracy", cfg = "weapon1" },
}, },
{ label = "MH Chance to Hit", bgCol = colorCodes.MAINHANDBG, flag = "weapon1Attack", { format = "{0:output:MainHand.HitChance}%",
{ breakdown = "MainHand.HitChance" },
{ label = "Enemy Evasion modifiers", modName = { "Evasion", "CannotEvade" }, enemy = true },
{ label = "Player modifiers", modName = { "HitChance", "CannotBeEvaded", "IgnoreBlindHitChance" } },
}, },
{ label = "OH Accuracy", bgCol = colorCodes.OFFHANDBG, flag = "weapon2Attack", { format = "{0:output:OffHand.Accuracy}",
{ breakdown = "OffHand.Accuracy" },
{ modName = "Accuracy", cfg = "weapon2" },
}, },
{ label = "OH Chance to Hit", bgCol = colorCodes.OFFHANDBG, flag = "weapon2Attack", { format = "{0:output:OffHand.HitChance}%",
{ breakdown = "OffHand.HitChance" },
{ label = "Enemy Evasion modifiers", modName = { "Evasion", "CannotEvade" }, enemy = true },
{ label = "Player modifiers", modName = { "HitChance", "CannotBeEvaded", "IgnoreBlindHitChance" } },
}, },
} }
} },
{ 1, "Bleed", 1, colorCodes.OFFENCE, {{ defaultCollapsed = false, label = "Bleed", data = {
extra = "{0:output:BleedChance}% {1:output:BleedDPS} {2:output:BleedDuration}s",
flag = "bleed",
{ label = "Max Bleed Stacks", { format = "{0:output:BleedStacksMax}", { modName = "BleedStacksMax" } }, },
{ label = "Stacks on Enemy", { format = "{0:output:BleedStacks}" }},
{ 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 = "Enemy modifiers", modName = "SelfBleedChance", modType = "BASE", enemy = true },
}, },
{ 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 = "Eff. DoT Multiplier", { format = "x {2:output:BleedDotMulti}", { breakdown = "BleedDotMulti" }, { modName = { "DotMultiplier", "PhysicalDotMultiplier" }, modType = "BASE", cfg = "bleed" }, }, },
{ label = "MH Source Physical", bgCol = colorCodes.MAINHANDBG, textSize = 12, flag = "weapon1Attack", { format = "{0:output:MainHand.BleedPhysicalMin} to {0:output:MainHand.BleedPhysicalMax}", { breakdown = "MainHand.BleedPhysical" }, }, },
{ label = "OH Source Physical", bgCol = colorCodes.OFFHANDBG, textSize = 12, flag = "weapon2Attack", { format = "{0:output:OffHand.BleedPhysicalMin} to {0:output:OffHand.BleedPhysicalMax}", { breakdown = "OffHand.BleedPhysical" }, }, },
{ label = "Effective DPS Mod", flag = "effective", { format = "x {3:output:BleedEffMult}", { breakdown = "BleedEffMult" }, { label = "Enemy modifiers", modName = { "DamageTaken", "DamageTakenOverTime", "PhysicalDamageTaken", "PhysicalDamageTakenOverTime", "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 = { "EnemyBleedDuration", "SkillAndDamagingAilmentDuration", "BleedFaster" }, cfg = "bleed" },
{ label = "Enemy modifiers", modName = { "SelfBleedDuration", "SelfBleedFaster" }, enemy = true },
}, },
} }
} },
{ 1, "Poison", 1, colorCodes.OFFENCE, {{ defaultCollapsed = false, label = "Poison", data = {
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 = "Eff. DoT Multiplier", { format = "x {2:output:PoisonDotMulti}", { breakdown = "PoisonDotMulti" }, { modName = { "DotMultiplier", "ChaosDotMultiplier" }, modType = "BASE", cfg = "poison" }, }, },
{ label = "Source Physical", textSize = 12, notFlag = "attack", haveOutput = "PoisonPhysicalMax", { format = "{0:output:PoisonPhysicalMin} to {0:output:PoisonPhysicalMax}", { breakdown = "PoisonPhysical" }, }, },
{ label = "MH Source Physical", bgCol = colorCodes.MAINHANDBG, textSize = 12, flag = "weapon1Attack", haveOutput = "MainHand.PoisonPhysicalMax", { format = "{0:output:MainHand.PoisonPhysicalMin} to {0:output:MainHand.PoisonPhysicalMax}", { breakdown = "MainHand.PoisonPhysical" }, }, },
{ label = "OH Source Physical", bgCol = colorCodes.OFFHANDBG, textSize = 12, flag = "weapon2Attack", haveOutput = "OffHand.PoisonPhysicalMax", { format = "{0:output:OffHand.PoisonPhysicalMin} to {0:output:OffHand.PoisonPhysicalMax}", { breakdown = "OffHand.PoisonPhysical" }, }, },
{ label = "Source Lightning", textSize = 12, notFlag = "attack", haveOutput = "PoisonLightningMax", { format = "{0:output:PoisonLightningMin} to {0:output:PoisonLightningMax}", { breakdown = "PoisonLightning" }, }, },
{ label = "MH Source Lightning", bgCol = colorCodes.MAINHANDBG, textSize = 12, flag = "weapon1Attack", haveOutput = "MainHand.PoisonLightningMax", { format = "{0:output:MainHand.PoisonLightningMin} to {0:output:MainHand.PoisonLightningMax}", { breakdown = "MainHand.PoisonLightning" }, }, },
{ label = "OH Source Lightning", bgCol = colorCodes.OFFHANDBG, textSize = 12, flag = "weapon2Attack", haveOutput = "OffHand.PoisonLightningMax", { format = "{0:output:OffHand.PoisonLightningMin} to {0:output:OffHand.PoisonLightningMax}", { breakdown = "OffHand.PoisonLightning" }, }, },
{ label = "Source Cold", textSize = 12, notFlag = "attack", haveOutput = "PoisonColdMax", { format = "{0:output:PoisonColdMin} to {0:output:PoisonColdMax}", { breakdown = "PoisonCold" }, }, },
{ label = "MH Source Cold", bgCol = colorCodes.MAINHANDBG, textSize = 12, flag = "weapon1Attack", haveOutput = "MainHand.PoisonColdMax", { format = "{0:output:MainHand.PoisonColdMin} to {0:output:MainHand.PoisonColdMax}", { breakdown = "MainHand.PoisonCold" }, }, },
{ label = "OH Source Cold", bgCol = colorCodes.OFFHANDBG, textSize = 12, flag = "weapon2Attack", haveOutput = "OffHand.PoisonColdMax", { format = "{0:output:OffHand.PoisonColdMin} to {0:output:OffHand.PoisonColdMax}", { breakdown = "OffHand.PoisonCold" }, }, },
{ label = "Source Fire", textSize = 12, notFlag = "attack", haveOutput = "PoisonFireMax", { format = "{0:output:PoisonFireMin} to {0:output:PoisonFireMax}", { breakdown = "PoisonFire" }, }, },
{ label = "MH Source Fire", bgCol = colorCodes.MAINHANDBG, textSize = 12, flag = "weapon1Attack", haveOutput = "MainHand.PoisonFireMax", { format = "{0:output:MainHand.PoisonFireMin} to {0:output:MainHand.PoisonFireMax}", { breakdown = "MainHand.PoisonFire" }, }, },
{ label = "OH Source Fire", bgCol = colorCodes.OFFHANDBG, textSize = 12, flag = "weapon2Attack", haveOutput = "OffHand.PoisonFireMax", { format = "{0:output:OffHand.PoisonFireMin} to {0:output:OffHand.PoisonFireMax}", { breakdown = "OffHand.PoisonFire" }, }, },
{ label = "Source Chaos", textSize = 12, notFlag = "attack", haveOutput = "PoisonChaosMax", { format = "{0:output:PoisonChaosMin} to {0:output:PoisonChaosMax}", { breakdown = "PoisonChaos" }, }, },
{ label = "MH Source Chaos", bgCol = colorCodes.MAINHANDBG, textSize = 12, flag = "weapon1Attack", haveOutput = "MainHand.PoisonChaosMax", { format = "{0:output:MainHand.PoisonChaosMin} to {0:output:MainHand.PoisonChaosMax}", { breakdown = "MainHand.PoisonChaos" }, }, },
{ label = "OH Source Chaos", bgCol = colorCodes.OFFHANDBG, textSize = 12, flag = "weapon2Attack", haveOutput = "OffHand.PoisonChaosMax", { format = "{0:output:OffHand.PoisonChaosMin} to {0:output:OffHand.PoisonChaosMax}", { breakdown = "OffHand.PoisonChaos" }, }, },
{ label = "Effective DPS Mod", flag = "effective", { format = "x {3:output:PoisonEffMult}",
{ breakdown = "PoisonEffMult" },
{ label = "Enemy modifiers", modName = { "ChaosResist", "DamageTaken", "DamageTakenOverTime", "ChaosDamageTaken", "ChaosDamageTakenOverTime" }, 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 = { "EnemyPoisonDuration", "SkillAndDamagingAilmentDuration", "PoisonFaster" }, cfg = "poison" },
{ label = "Enemy modifiers", modName = { "SelfPoisonDuration", "SelfPoisonFaster" }, enemy = true },
}, },
{ label = "Dmg. per Poison", { format = "{1:output:PoisonDamage}",
{ breakdown = "MainHand.PoisonDamage" },
{ breakdown = "OffHand.PoisonDamage" },
{ breakdown = "PoisonDamage" },
}, },
{ flag = "notAverage", label = "Max Poison Stacks", { format = "{1:output:TotalPoisonStacks}",
{ breakdown = "MainHand.TotalPoisonStacks" },
{ breakdown = "OffHand.TotalPoisonStacks" },
{ breakdown = "TotalPoisonStacks" },
}, },
} }
} },
{ 1, "Ignite", 1, colorCodes.OFFENCE, {{ defaultCollapsed = false, label = "Ignite", data = {
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 = "Eff. DoT Multiplier", { format = "x {2:output:IgniteDotMulti}", { breakdown = "IgniteDotMulti" }, { modName = { "DotMultiplier", "FireDotMultiplier" }, modType = "BASE", cfg = "ignite" }, }, },
{ label = "Source Physical", textSize = 12, notFlag = "attack", haveOutput = "IgnitePhysicalMax", { format = "{0:output:IgnitePhysicalMin} to {0:output:IgnitePhysicalMax}", { breakdown = "IgnitePhysical" }, }, },
{ label = "MH Source Physical", bgCol = colorCodes.MAINHANDBG, textSize = 12, flag = "weapon1Attack", haveOutput = "MainHand.IgnitePhysicalMax", { format = "{0:output:MainHand.IgnitePhysicalMin} to {0:output:MainHand.IgnitePhysicalMax}", { breakdown = "MainHand.IgnitePhysical" }, }, },
{ label = "OH Source Physical", bgCol = colorCodes.OFFHANDBG, textSize = 12, flag = "weapon2Attack", haveOutput = "OffHand.IgnitePhysicalMax", { format = "{0:output:OffHand.IgnitePhysicalMin} to {0:output:OffHand.IgnitePhysicalMax}", { breakdown = "OffHand.IgnitePhysical" }, }, },
{ label = "Source Lightning", textSize = 12, notFlag = "attack", haveOutput = "IgniteLightningMax", { format = "{0:output:IgniteLightningMin} to {0:output:IgniteLightningMax}", { breakdown = "IgniteLightning" }, }, },
{ label = "MH Source Lightning", bgCol = colorCodes.MAINHANDBG, textSize = 12, flag = "weapon1Attack", haveOutput = "MainHand.IgniteLightningMax", { format = "{0:output:MainHand.IgniteLightningMin} to {0:output:MainHand.IgniteLightningMax}", { breakdown = "MainHand.IgniteLightning" }, }, },
{ label = "OH Source Lightning", bgCol = colorCodes.OFFHANDBG, textSize = 12, flag = "weapon2Attack", haveOutput = "OffHand.IgniteLightningMax", { format = "{0:output:OffHand.IgniteLightningMin} to {0:output:OffHand.IgniteLightningMax}", { breakdown = "OffHand.IgniteLightning" }, }, },
{ label = "Source Cold", textSize = 12, notFlag = "attack", haveOutput = "IgniteColdMax", { format = "{0:output:IgniteColdMin} to {0:output:IgniteColdMax}", { breakdown = "IgniteCold" }, }, },
{ label = "MH Source Cold", bgCol = colorCodes.MAINHANDBG, textSize = 12, flag = "weapon1Attack", haveOutput = "MainHand.IgniteColdMax", { format = "{0:output:MainHand.IgniteColdMin} to {0:output:MainHand.IgniteColdMax}", { breakdown = "MainHand.IgniteCold" }, }, },
{ label = "OH Source Cold", bgCol = colorCodes.OFFHANDBG, textSize = 12, flag = "weapon2Attack", haveOutput = "OffHand.IgniteColdMax", { format = "{0:output:OffHand.IgniteColdMin} to {0:output:OffHand.IgniteColdMax}", { breakdown = "OffHand.IgniteCold" }, }, },
{ label = "Source Fire", textSize = 12, notFlag = "attack", haveOutput = "IgniteFireMax", { format = "{0:output:IgniteFireMin} to {0:output:IgniteFireMax}", { breakdown = "IgniteFire" }, }, },
{ label = "MH Source Fire", bgCol = colorCodes.MAINHANDBG, textSize = 12, flag = "weapon1Attack", haveOutput = "MainHand.IgniteFireMax", { format = "{0:output:MainHand.IgniteFireMin} to {0:output:MainHand.IgniteFireMax}", { breakdown = "MainHand.IgniteFire" }, }, },
{ label = "OH Source Fire", bgCol = colorCodes.OFFHANDBG, textSize = 12, flag = "weapon2Attack", haveOutput = "OffHand.IgniteFireMax", { format = "{0:output:OffHand.IgniteFireMin} to {0:output:OffHand.IgniteFireMax}", { breakdown = "OffHand.IgniteFire" }, }, },
{ label = "Source Chaos", textSize = 12, notFlag = "attack", haveOutput = "IgniteChaosMax", { format = "{0:output:IgniteChaosMin} to {0:output:IgniteChaosMax}", { breakdown = "IgniteChaos" }, }, },
{ label = "MH Source Chaos", bgCol = colorCodes.MAINHANDBG, textSize = 12, flag = "weapon1Attack", haveOutput = "MainHand.IgniteChaosMax", { format = "{0:output:MainHand.IgniteChaosMin} to {0:output:MainHand.IgniteChaosMax}", { breakdown = "MainHand.IgniteChaos" }, }, },
{ label = "OH Source Chaos", bgCol = colorCodes.OFFHANDBG, textSize = 12, flag = "weapon2Attack", haveOutput = "OffHand.IgniteChaosMax", { format = "{0:output:OffHand.IgniteChaosMin} to {0:output:OffHand.IgniteChaosMax}", { breakdown = "OffHand.IgniteChaos" }, }, },
{ label = "Effective DPS Mod", flag = "effective", { format = "x {3:output:IgniteEffMult}",
{ breakdown = "IgniteEffMult" },
{ label = "Enemy modifiers", modName = { "FireResist", "ElementalResist", "DamageTaken", "DamageTakenOverTime", "FireDamageTaken", "FireDamageTakenOverTime", "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", "SkillAndDamagingAilmentDuration", "IgniteBurnFaster", "IgniteBurnSlower" }, cfg = "skill" },
{ label = "Enemy modifiers", modName = {"SelfIgniteDuration", "SelfIgniteBurnFaster"}, enemy = true },
}, },
{ label = "Dmg. per Ignite", flag = "igniteCanStack", { format = "{1:output:IgniteDamage}",
{ breakdown = "MainHand.IgniteDamage" },
{ breakdown = "OffHand.IgniteDamage" },
{ breakdown = "IgniteDamage" },
}, },
{ label = "Max Ignite Stacks", flag = "igniteCanStack", { format = "{1:output:TotalIgniteStacks}", { modName = "IgniteStacks" }, }, },
} }
} },
{ 1, "Decay", 1, colorCodes.OFFENCE, {{ defaultCollapsed = false, label = "Decay", data = {
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", "DamageTakenOverTime", "ChaosDamageTaken", "ChaosDamageTakenOverTime" }, enemy = true },
}, },
{ label = "Decay DPS", { format = "{1:output:DecayDPS}",
{ breakdown = "DecayDPS" },
}, },
{ label = "Decay Duration", { format = "{2:output:DecayDuration}s",
{ breakdown = "DecayDuration" },
{ modName = { "Duration", "SkillAndDamagingAilmentDuration" }, cfg = "decay" },
}, },
} }
} },
{ 1, "LeechGain", 1, colorCodes.OFFENCE, {{ defaultCollapsed = false, label = "Leech & Gain on Hit", data = {
{ 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 = { "DamageLeech", "DamageLifeLeech", "PhysicalDamageLifeLeech", "LightningDamageLifeLeech", "ColdDamageLifeLeech", "FireDamageLifeLeech", "ChaosDamageLifeLeech", "ElementalDamageLifeLeech" }, modType = "BASE", cfg = "skill" },
{ label = "Main Hand", notFlag = "totem", flag = "weapon1Attack", modName = { "DamageLeech", "DamageLifeLeech", "PhysicalDamageLifeLeech", "LightningDamageLifeLeech", "ColdDamageLifeLeech", "FireDamageLifeLeech", "ChaosDamageLifeLeech", "ElementalDamageLifeLeech" }, modType = "BASE", cfg = "weapon1" },
{ label = "Off Hand", notFlag = "totem", flag = "weapon2Attack", modName = { "DamageLeech", "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 = { "DamageLeech", "DamageLifeLeech", "PhysicalDamageLifeLeech", "LightningDamageLifeLeech", "ColdDamageLifeLeech", "FireDamageLifeLeech", "ChaosDamageLifeLeech", "ElementalDamageLifeLeech" }, modType = "BASE", cfg = "skill" },
{ label = "Main Hand", notFlag = "totem", flag = "weapon1Attack", modName = { "DamageLeech", "DamageLifeLeech", "PhysicalDamageLifeLeech", "LightningDamageLifeLeech", "ColdDamageLifeLeech", "FireDamageLifeLeech", "ChaosDamageLifeLeech", "ElementalDamageLifeLeech" }, modType = "BASE", cfg = "weapon1" },
{ label = "Off Hand", notFlag = "totem", flag = "weapon2Attack", modName = { "DamageLeech", "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 = "MaxEnergyShieldLeechRate" },
}, },
{ label = "ES Leech Rate", flag = "leechES", notFlag = "showAverage", { format = "{1:output:EnergyShieldLeechRate}",
{ breakdown = "EnergyShieldLeech" },
{ label = "Player modifiers", notFlagList = { "totem", "attack" }, modName = { "DamageEnergyShieldLeech", "PhysicalDamageEnergyShieldLeech", "LightningDamageEnergyShieldLeech", "ColdDamageEnergyShieldLeech", "FireDamageEnergyShieldLeech", "ChaosDamageEnergyShieldLeech", "ElementalDamageEnergyShieldLeech" }, modType = "BASE", cfg = "skill" },
{ label = "Main Hand", notFlag = "totem", flag = "weapon1Attack", modName = { "DamageEnergyShieldLeech", "PhysicalDamageEnergyShieldLeech", "LightningDamageEnergyShieldLeech", "ColdDamageEnergyShieldLeech", "FireDamageEnergyShieldLeech", "ChaosDamageEnergyShieldLeech", "ElementalDamageEnergyShieldLeech" }, modType = "BASE", cfg = "weapon1" },
{ label = "Off Hand", notFlag = "totem", flag = "weapon2Attack", modName = { "DamageEnergyShieldLeech", "PhysicalDamageEnergyShieldLeech", "LightningDamageEnergyShieldLeech", "ColdDamageEnergyShieldLeech", "FireDamageEnergyShieldLeech", "ChaosDamageEnergyShieldLeech", "ElementalDamageEnergyShieldLeech" }, modType = "BASE", cfg = "weapon2" },
{ label = "Totem modifiers", flag = "totem", modName = { "DamageEnergyShieldLeechToPlayer" }, modType = "BASE", cfg = "skill" },
{ label = "Enemy modifiers", modName = { "SelfDamageEnergyShieldLeech" }, 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 = { "DamageEnergyShieldLeech", "PhysicalDamageEnergyShieldLeech", "LightningDamageEnergyShieldLeech", "ColdDamageEnergyShieldLeech", "FireDamageEnergyShieldLeech", "ChaosDamageEnergyShieldLeech", "ElementalDamageEnergyShieldLeech" }, modType = "BASE", cfg = "skill" },
{ label = "Main Hand", notFlag = "totem", flag = "weapon1Attack", modName = { "DamageEnergyShieldLeech", "PhysicalDamageEnergyShieldLeech", "LightningDamageEnergyShieldLeech", "ColdDamageEnergyShieldLeech", "FireDamageEnergyShieldLeech", "ChaosDamageEnergyShieldLeech", "ElementalDamageEnergyShieldLeech" }, modType = "BASE", cfg = "weapon1" },
{ label = "Off Hand", notFlag = "totem", flag = "weapon2Attack", modName = { "DamageEnergyShieldLeech", "PhysicalDamageEnergyShieldLeech", "LightningDamageEnergyShieldLeech", "ColdDamageEnergyShieldLeech", "FireDamageEnergyShieldLeech", "ChaosDamageEnergyShieldLeech", "ElementalDamageEnergyShieldLeech" }, modType = "BASE", cfg = "weapon2" },
{ label = "Totem modifiers", flag = "totem", modName = { "DamageEnergyShieldLeechToPlayer" }, modType = "BASE", cfg = "skill" },
{ label = "Enemy modifiers", modName = { "SelfDamageEnergyShieldLeech" }, 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 = { "DamageLeech", "DamageManaLeech", "PhysicalDamageManaLeech", "LightningDamageManaLeech", "ColdDamageManaLeech", "FireDamageManaLeech", "ChaosDamageManaLeech", "ElementalDamageManaLeech" }, modType = "BASE", cfg = "skill" },
{ label = "Main Hand", flag = "weapon1Attack", modName = { "DamageLeech", "DamageManaLeech", "PhysicalDamageManaLeech", "LightningDamageManaLeech", "ColdDamageManaLeech", "FireDamageManaLeech", "ChaosDamageManaLeech", "ElementalDamageManaLeech" }, modType = "BASE", cfg = "weapon1" },
{ label = "Off Hand", flag = "weapon2Attack", modName = { "DamageLeech", "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 = { "DamageLeech", "DamageManaLeech", "PhysicalDamageManaLeech", "LightningDamageManaLeech", "ColdDamageManaLeech", "FireDamageManaLeech", "ChaosDamageManaLeech", "ElementalDamageManaLeech" }, modType = "BASE", cfg = "skill" },
{ label = "Main Hand", flag = "weapon1Attack", modName = { "DamageLeech", "DamageManaLeech", "PhysicalDamageManaLeech", "LightningDamageManaLeech", "ColdDamageManaLeech", "FireDamageManaLeech", "ChaosDamageManaLeech", "ElementalDamageManaLeech" }, modType = "BASE", cfg = "weapon1" },
{ label = "Off Hand", flag = "weapon2Attack", modName = { "DamageLeech", "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, "EleAilments", 1, colorCodes.OFFENCE, {{ defaultCollapsed = false, label = "Elemental Ailments", data = {
{ label = "Inc. Scorch Effect", haveOutput = "ScorchEffectMod", flag = "scorch", { format = "{0:output:ScorchEffectMod}%",
{ label = "Player modifiers", modName = "EnemyScorchEffect", cfg = "skill" },
{ label = "Enemy modifiers", modName = "SelfScorchEffect", enemy = true },
}, },
{ label = "Chance to Scorch", haveOutput = "ScorchChance", flag = "scorch", { format = "{0:output:ScorchChance}%",
{ breakdown = "MainHand.ScorchChance" },
{ breakdown = "OffHand.ScorchChance" },
{ breakdown = "ScorchChance" },
{ label = "Player modifiers", modName = "EnemyScorchChance", cfg = "skill" },
{ label = "Enemy modifiers", modName = "SelfScorchChance", enemy = true },
}, },
{ label = "Scorch Dur. Mod", haveOutput = "ScorchDurationMod", flag = "scorch", { format = "x {2:output:ScorchDurationMod}",
{ label = "Player modifiers", modName = "EnemyScorchDuration", cfg = "skill" },
{ label = "Enemy modifiers", modName = "SelfScorchEffect", enemy = true },
}, },
{ label = "Effect of Chill", flag = "chill", haveOutput = "ChillSourceEffect", { format = "{0:output:ChillSourceEffect}%", { breakdown = "DotChill" }, }, },
{ label = "Inc. Chill Effect", flag = "chill", { format = "{0:output:ChillEffectMod}%",
{ label = "Player modifiers", modName = "EnemyChillEffect", cfg = "skill" },
{ label = "Enemy modifiers", modName = "SelfChillEffect", enemy = true },
}, },
{ label = "Chill Dur. Mod", flag = "chill", { format = "x {2:output:ChillDurationMod}",
{ breakdown = "ChillDurationMod" },
{ breakdown = "MainHand.ChillDPS" },
{ breakdown = "OffHand.ChillDPS" },
{ breakdown = "ChillDPS" },
{ label = "Player modifiers", modName = { "EnemyChillDuration", "ChillAsThoughDealing" }, cfg = "skill" },
{ label = "Enemy modifiers", modName = { "SelfChillEffect", "SelfChillDuration" }, 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 = "FreezeDurationMod" },
{ breakdown = "MainHand.FreezeDPS" },
{ breakdown = "OffHand.FreezeDPS" },
{ breakdown = "FreezeDPS" },
{ label = "Player modifiers", modName = { "EnemyFreezeDuration", "FreezeAsThoughDealing" }, cfg = "skill" },
{ label = "Enemy modifiers", modName = "SelfFreezeDuration", enemy = true },
}, },
{ label = "Inc. Brittle Effect", haveOutput = "BrittleEffectMod", flag = "brittle", { format = "{0:output:BrittleEffectMod}%",
{ label = "Player modifiers", modName = "EnemyBrittleEffect", cfg = "skill" },
{ label = "Enemy modifiers", modName = "SelfBrittleEffect", enemy = true },
}, },
{ label = "Chance to Brittle", haveOutput = "BrittleChance", flag = "brittle", { format = "{0:output:BrittleChance}%",
{ breakdown = "MainHand.BrittleChance" },
{ breakdown = "OffHand.BrittleChance" },
{ breakdown = "BrittleChance" },
{ label = "Player modifiers", modName = "EnemyBrittleChance", cfg = "skill" },
{ label = "Enemy modifiers", modName = "SelfBrittleChance", enemy = true },
}, },
{ label = "Brittle Dur. Mod", haveOutput = "BrittleDurationMod", flag = "brittle", { format = "x {2:output:BrittleDurationMod}",
{ label = "Player modifiers", modName = "EnemyBrittleDuration", cfg = "skill" },
{ label = "Enemy modifiers", modName = "SelfBrittleEffect", enemy = true },
}, },
{ label = "Inc. Shock Effect", flag = "shock", { format = "{0:output:ShockEffectMod}%",
{ label = "Player modifiers", modName = "EnemyShockEffect", cfg = "skill" },
{ label = "Enemy modifiers", modName = "SelfShockEffect", enemy = true },
}, },
{ 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 = "ShockDurationMod" },
{ breakdown = "MainHand.ShockDPS" },
{ breakdown = "OffHand.ShockDPS" },
{ breakdown = "ShockDPS" },
{ label = "Player modifiers", modName = { "EnemyShockDuration", "ShockAsThoughDealing" }, cfg = "skill" },
{ label = "Enemy modifiers", modName = "SelfShockDuration", enemy = true },
}, },
{ label = "Maximum Shock", flag = "shock", { format = "{0:output:MaximumShock}%",
{ modName = "ShockMax" },
}, },
{ label = "Current Shock", haveOutput = "CurrentShock", { format = "{0:output:CurrentShock}%",
{ label = "Configured Shock", modName = "ShockVal", enemy = true, modType = "BASE" },
{ label = "Guaranteed Shocks", modName = "ShockOverride", modType = "BASE" },
}, },
{ label = "Inc. Sap Effect", haveOutput = "SapEffectMod", flag = "sap", { format = "{0:output:SapEffectMod}%",
{ label = "Player modifiers", modName = "EnemySapEffect", cfg = "skill" },
{ label = "Enemy modifiers", modName = "SelfSapEffect", enemy = true },
}, },
{ label = "Chance to Sap", haveOutput = "SapChance", flag = "sap", { format = "{0:output:SapChance}%",
{ breakdown = "MainHand.SapChance" },
{ breakdown = "OffHand.SapChance" },
{ breakdown = "SapChance" },
{ label = "Player modifiers", modName = "EnemySapChance", cfg = "skill" },
{ label = "Enemy modifiers", modName = "SelfSapChance", enemy = true },
}, },
{ label = "Sap Duration Mod", haveOutput = "SapDurationMod", flag = "sap", { format = "x {2:output:SapDurationMod}",
{ label = "Player modifiers", modName = "EnemySapDuration", cfg = "skill" },
{ label = "Enemy modifiers", modName = "SelfSapEffect", enemy = true },
}, },
} }
} },
{ 1, "MiscEffects", 1, colorCodes.OFFENCE, {{ defaultCollapsed = false, label = "Other Effects", data = {
{ 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 = colorCodes.MAINHANDBG, flagList = {"hit","weapon1Attack"}, { format = "x {2:output:MainHand.EnemyStunThresholdMod}", { modName = "EnemyStunThreshold", cfg = "weapon1" }, }, },
{ label = "MH Stun Duration", bgCol = 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 = colorCodes.OFFHANDBG, flagList = {"hit","weapon2Attack"}, { format = "x {2:output:OffHand.EnemyStunThresholdMod}", { modName = "EnemyStunThreshold", cfg = "weapon2" }, }, },
{ label = "OH Stun Duration", bgCol = 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 = "Knockback Chance", haveOutput = "KnockbackChance", { format = "{0:output:KnockbackChance}%",
{ label = "Player modifiers", modName = "EnemyKnockbackChance", cfg = "skill" },
{ label = "Enemy modifiers", modName = "SelfKnockbackChance", enemy = true },
}, },
{ label = "Knockback Dist.", haveOutput = "KnockbackChance", { format = "{0:output:KnockbackDistance}",
{ breakdown = "KnockbackDistance" },
{ modName = "EnemyKnockbackDistance", cfg = "skill" },
}, },
{ label = "MH K.B. Chance", bgCol = colorCodes.MAINHANDBG, haveOutput = "MainHand.KnockbackChance", { format = "{0:output:MainHand.KnockbackChance}%",
{ label = "Player modifiers", modName = "EnemyKnockbackChance", cfg = "weapon1" },
{ label = "Enemy modifiers", modName = "SelfKnockbackChance", enemy = true },
}, },
{ label = "MH K.B. Dist.", bgCol = colorCodes.MAINHANDBG, haveOutput = "MainHand.KnockbackChance", { format = "{0:output:MainHand.KnockbackDistance}",
{ breakdown = "MainHand.KnockbackDistance" },
{ modName = "EnemyKnockbackDistance", cfg = "weapon1" },
}, },
{ label = "OH K.B. Chance", bgCol = colorCodes.OFFHANDBG, haveOutput = "OffHand.KnockbackChance", { format = "{0:output:OffHand.KnockbackChance}%",
{ label = "Player modifiers", modName = "EnemyKnockbackChance", cfg = "weapon2" },
{ label = "Enemy modifiers", modName = "SelfKnockbackChance", enemy = true },
}, },
{ label = "OH K.B. Dist.", bgCol = colorCodes.OFFHANDBG, haveOutput = "OffHand.KnockbackChance", { format = "{0:output:OffHand.KnockbackDistance}",
{ breakdown = "OffHand.KnockbackDistance" },
{ modName = "EnemyKnockbackDistance", cfg = "weapon2" },
}, },
{ label = "Maximum Rage", haveOutput = "MaximumRage", { format = "{0:output:MaximumRage}", { modName = "MaximumRage" }, }, },
{ label = "Rage Regen", haveOutput = "RageRegen", { format = "{2:output:RageRegen}",
{ breakdown = "RageRegen" },
{ modName = "RageRegen" },
}, },
{ 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" }, }, },
} }
} },
--misc
{ 1, "Attributes", 2, colorCodes.NORMAL, {{ defaultCollapsed = false, label = "Attributes", data = {
extra = colorCodes.STRENGTH.."{0:output:Str}^7, "..colorCodes.DEXTERITY.."{0:output:Dex}^7, "..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" }, }, },
{ notFlag = "minionSkill", label = "Str. Required", { format = "{output:ReqStrString}", { breakdown = "ReqStr" }, }, },
{ notFlag = "minionSkill", label = "Dex. Required", { format = "{output:ReqDexString}", { breakdown = "ReqDex" }, }, },
{ notFlag = "minionSkill", label = "Int. Required", { format = "{output:ReqIntString}", { breakdown = "ReqInt" }, }, },
} }
} },
--defence
{ 1, "Life", 2, colorCodes.DEFENCE, {{ defaultCollapsed = false, label = "Life", data = {
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 = "Recharge Rate", haveOutput = "EnergyShieldRechargeAppliesToLife", { format = "{1:output:LifeRecharge}",
{ breakdown = "LifeRecharge" },
{ modName = { "EnergyShieldRecharge", "LifeRecoveryRate", "NoEnergyShieldRecharge", "EnergyShieldRechargeAppliesToLife" }, },
}, },
{ label = "Recharge Delay", haveOutput = "EnergyShieldRechargeAppliesToLife", { format = "{2:output:EnergyShieldRechargeDelay}s",
{ breakdown = "EnergyShieldRechargeDelay" },
{ modName = "EnergyShieldRechargeFaster" },
}, },
{ label = "Regen", { format = "{1:output:LifeRegen} ({1:output:LifeRegenPercent}%)",
{ label = "Sources", modName = { "LifeRegen", "LifeRegenPercent", "LifeDegen", "LifeDegen", "LifeRecovery" }, modType = "BASE" },
{ label = "Recovery modifiers", modName = "LifeRecoveryRate" },
}, },
} }
} },
{ 1, "Mana", 2, colorCodes.DEFENCE, {{ defaultCollapsed = false, label = "Mana", data = {
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 = "Increased Regen", { format = "{0:output:ManaRegenInc}%", { modName = "ManaRegen", modType = "INC" }, }, },
{ label = "Regen", { format = "{1:output:ManaRegen}",
{ breakdown = "ManaRegen" },
{ label = "Sources", modName = { "ManaRegen", "ManaRegenPercent", "ManaDegen" }, modType = "BASE" },
{ label = "Recovery modifiers", modName = "ManaRecoveryRate" },
}, },
} }
} },
{ 1, "EnergyShield", 2, colorCodes.DEFENCE, {{ defaultCollapsed = false, label = "Energy Shield", data = {
extra = "{0:output:EnergyShield}",
{ label = "Base from Armours", { format = "{0:output:Gear:EnergyShield}", { breakdown = "EnergyShield", gearOnly = true }, }, },
{ 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", haveOutput = "EnergyShieldRechargeAppliesToEnergyShield", { format = "{1:output:EnergyShieldRecharge}",
{ breakdown = "EnergyShieldRecharge" },
{ modName = { "EnergyShieldRecharge", "EnergyShieldRecoveryRate", "NoEnergyShieldRecharge" }, },
}, },
{ label = "Recharge Delay", haveOutput = "EnergyShieldRechargeAppliesToEnergyShield", { format = "{2:output:EnergyShieldRechargeDelay}s",
{ breakdown = "EnergyShieldRechargeDelay" },
{ modName = "EnergyShieldRechargeFaster" },
}, },
{ label = "Regen", { format = "{1:output:EnergyShieldRegen} ({1:output:EnergyShieldRegenPercent}%)",
{ label = "Sources", modName = { "EnergyShieldRegen", "EnergyShieldRegenPercent", "EnergyShieldDegen", "NoEnergyShieldRegen" } },
{ label = "Recovery modifiers", modName = "EnergyShieldRecoveryRate" },
}, },
} }
} },
{ 1, "Armour", 3, colorCodes.DEFENCE, {{ defaultCollapsed = false, label = "Armour", data = {
extra = "{0:output:Armour}",
{ label = "Base from Armours", { format = "{0:output:Gear:Armour}", { breakdown = "Armour", gearOnly = true }, }, },
{ 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" }, }, },
{ label = "Double Armour Ch.", haveOutput = "DoubleArmourChance", { format = "{0:output:DoubleArmourChance}%", { modName = "DoubleArmourChance" }, }, },
{ label = "Phys. Dmg. Reduct", { format = "{0:output:PhysicalDamageReduction}%",
{ breakdown = "PhysicalDamageReduction" },
{ modName = { "PhysicalDamageReduction", "PhysicalDamageReductionWhenHit", "ArmourDoesNotApplyToPhysicalDamageTaken", "DamageReductionMax" } },
}, },
{ label = "Fire Dmg. Reduct", haveOutput = "FireDamageReduction", { format = "{0:output:FireDamageReduction}%",
{ breakdown = "FireDamageReduction" },
{ modName = { "ArmourAppliesToFireDamageTaken", "SelfIgnoreFireResistance", "DamageReductionMax" } },
}, },
{ label = "Cold Dmg. Reduct", haveOutput = "ColdDamageReduction", { format = "{0:output:ColdDamageReduction}%",
{ breakdown = "ColdDamageReduction" },
{ modName = { "ArmourAppliesToColdDamageTaken", "SelfIgnoreColdResistance", "DamageReductionMax" } },
}, },
{ label = "Light. Dmg. Reduct", haveOutput = "LightningDamageReduction", { format = "{0:output:LightningDamageReduction}%",
{ breakdown = "LightningDamageReduction" },
{ modName = { "ArmourAppliesToLightningDamageTaken", "SelfIgnoreLightningResistance", "DamageReductionMax" } },
}, },
} }
} },
{ 1, "Evasion", 3, colorCodes.DEFENCE, {{ defaultCollapsed = false, label = "Evasion", data = {
extra = "{0:output:Evasion}",
{ label = "Base from Armours", { format = "{0:output:Gear:Evasion}", { breakdown = "Evasion", gearOnly = true }, }, },
{ 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", haveOutput = "dontSplitEvade", { format = "{0:output:EvadeChance}%",
{ breakdown = "EvadeChance" },
{ label = "Player modifiers", modName = { "CannotEvade", "EvadeChance", "MeleeEvadeChance", "ProjectileEvadeChance" } },
{ label = "Enemy modifiers", modName = { "Accuracy", "HitChance" }, enemy = true },
}, },
{ label = "Melee Evade Ch.", haveOutput = "splitEvade", { format = "{0:output:MeleeEvadeChance}%",
{ breakdown = "MeleeEvadeChance" },
{ label = "Player modifiers", modName = { "CannotEvade", "EvadeChance", "MeleeEvadeChance" } },
{ label = "Enemy modifiers", modName = { "Accuracy", "HitChance" }, enemy = true },
}, },
{ label = "Proj. Evade Ch.", haveOutput = "splitEvade", { format = "{0:output:ProjectileEvadeChance}%",
{ breakdown = "ProjectileEvadeChance" },
{ label = "Player modifiers", modName = { "CannotEvade", "EvadeChance", "ProjectileEvadeChance" } },
{ label = "Enemy modifiers", modName = { "Accuracy", "HitChance" }, enemy = true },
}, },
} }
} },
{ 1, "Resist", 3, colorCodes.DEFENCE, {{ defaultCollapsed = false, label = "Resists", data = {
extra = colorCodes.FIRE.."{0:output:FireResist}+{0:output:FireResistOverCap}^7/"..colorCodes.COLD.."{0:output:ColdResist}+{0:output:ColdResistOverCap}^7/"..colorCodes.LIGHTNING.."{0:output:LightningResist}+{0:output:LightningResistOverCap}",
{ label = "Fire Resist", { format = "{0:output:FireResist}% (+{0:output:FireResistOverCap}%)",
{ breakdown = "FireResist" },
{ modName = { "FireResistMax", "ElementalResistMax", "FireResist", "ElementalResist" }, },
}, },
{ label = "Cold Resist", { format = "{0:output:ColdResist}% (+{0:output:ColdResistOverCap}%)",
{ breakdown = "ColdResist" },
{ modName = { "ColdResistMax", "ElementalResistMax", "ColdResist", "ElementalResist" }, },
}, },
{ label = "Lightning Resist", { format = "{0:output:LightningResist}% (+{0:output:LightningResistOverCap}%)",
{ breakdown = "LightningResist" },
{ modName = { "LightningResistMax", "ElementalResistMax", "LightningResist", "ElementalResist" }, },
}, },
{ label = "Chaos Resist", { format = "{0:output:ChaosResist}% (+{0:output:ChaosResistOverCap}%)",
{ breakdown = "ChaosResist" },
{ modName = { "ChaosResistMax", "ChaosResist" }, },
}, },
} }
} },
{ 1, "Block", 3, colorCodes.DEFENCE, {{ defaultCollapsed = false, label = "Block", data = {
extra = "{0:output:BlockChance}%/{0:output:SpellBlockChance}%",
{ 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 = "Taken From Block", haveOutput = "ShowBlockEffect", { format = "{0:output:BlockEffect}%",
{ breakdown = "BlockEffect" },
{ modName = { "BlockEffect" }, },
}, },
} }, { defaultCollapsed = true, label = "Gain on Block", data = {
extra = "{0:output:LifeOnBlock}/{0:output:ManaOnBlock}/{0:output:EnergyShieldOnBlock}",
{ label = "Life on Block", { format = "{0:output:LifeOnBlock}", { modName = "LifeOnBlock" }, }, },
{ label = "Mana on Block", { format = "{0:output:ManaOnBlock}", { modName = "ManaOnBlock" }, }, },
{ label = "ES on Block", { format = "{0:output:EnergyShieldOnBlock}", { modName = "EnergyShieldOnBlock" }, }, },
} },
} },
{ 1, "MiscDefences", 3, colorCodes.DEFENCE, {{ defaultCollapsed = false, label = "Other Defences", data = {
{ label = "Movement Speed", { format = "x {2:output:EffectiveMovementSpeedMod}", { breakdown = "EffectiveMovementSpeedMod" }, { modName = "MovementSpeed" }, }, },
{ label = "Effect of Elusive", haveOutput = "ElusiveEffectMod", { format = "{0:output:ElusiveEffectMod}%", { breakdown = "ElusiveEffectMod" }, { modName = { "ElusiveEffect", "BuffEffectOnSelf" }, }, } },
{ 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 = "Light Radius Mod", { format = "x {2:output:LightRadiusMod}", { breakdown = "LightRadiusMod" }, { modName = "LightRadius" }, }, },
} }, { defaultCollapsed = false, label = "Damage Avoidance", data = {
{ label = "Avoid Physical Ch.", haveOutput = "AvoidPhysicalDamageChance", { format = "{0:output:AvoidPhysicalDamageChance}%", { modName = "AvoidPhysicalDamageChance" }, }, },
{ label = "Avoid Lightning Ch.", haveOutput = "AvoidLightningDamageChance", { format = "{0:output:AvoidLightningDamageChance}%", { modName = "AvoidLightningDamageChance" }, }, },
{ label = "Avoid Cold Chance", haveOutput = "AvoidColdDamageChance", { format = "{0:output:AvoidColdDamageChance}%", { modName = "AvoidColdDamageChance" }, }, },
{ label = "Avoid Fire Chance", haveOutput = "AvoidFireDamageChance", { format = "{0:output:AvoidFireDamageChance}%", { modName = "AvoidFireDamageChance" }, }, },
{ label = "Avoid Chaos Chance", haveOutput = "AvoidChaosDamageChance", { format = "{0:output:AvoidChaosDamageChance}%", { modName = "AvoidChaosDamageChance" }, }, },
{ label = "Avoid Projectiles Ch.", haveOutput = "AvoidProjectilesChance", { format = "{0:output:AvoidProjectilesChance}%", { modName = "AvoidProjectilesChance" }, }, },
} }, { defaultCollapsed = true, label = "Other Avoidance", data = {
{ label = "Stun Avoid Chance", haveOutput = "StunAvoidChance", { format = "{0:output:StunAvoidChance}%", { modName = "AvoidStun" }, }, },
{ label = "Interupt Avoid Ch.", haveOutput = "InteruptStunAvoidChance", { format = "{0:output:InteruptStunAvoidChance}%", { modName = "AvoidInteruptStun" }, }, },
{ label = "Blind Avoid Ch.", haveOutput = "BlindAvoidChance", { format = "{0:output:BlindAvoidChance}%", { modName = "AvoidBlind" }, }, },
{ label = "Shock Avoid Ch.", haveOutput = "ShockAvoidChance", { format = "{0:output:ShockAvoidChance}%", { modName = "AvoidShock" }, }, },
{ label = "Freeze Avoid Ch.", haveOutput = "FreezeAvoidChance", { format = "{0:output:FreezeAvoidChance}%", { modName = "AvoidFreeze" }, }, },
{ label = "Chill Avoid Ch.", haveOutput = "ChillAvoidChance", { format = "{0:output:ChillAvoidChance}%", { modName = "AvoidChill" }, }, },
{ label = "Ignite Avoid Ch.", haveOutput = "IgniteAvoidChance", { format = "{0:output:IgniteAvoidChance}%", { modName = "AvoidIgnite" }, }, },
{ label = "Bleed Avoid Ch.", haveOutput = "BleedAvoidChance", { format = "{0:output:BleedAvoidChance}%", { modName = "AvoidBleed" }, }, },
{ label = "Poison Avoid Ch.", haveOutput = "PoisonAvoidChance", { format = "{0:output:PoisonAvoidChance}%", { modName = "AvoidPoison" }, }, },
{ label = "Crit Reduction", haveOutput = "CritExtraDamageReduction", { format = "{0:output:CritExtraDamageReduction}%", { modName = "ReduceCritExtraDamage" }, }, },
} }, { defaultCollapsed = false, label = "Dodge", data = {
extra = "{0:output:AttackDodgeChance}%/{0:output:SpellDodgeChance}%",
{ label = "Dodge Chance", { format = "{0:output:AttackDodgeChance}%", { modName = "AttackDodgeChance" }, }, },
{ label = "Spell Ddg. Chance", { format = "{0:output:SpellDodgeChance}%", { modName = "SpellDodgeChance" }, }, },
} },
} },
{ 3, "DamageTaken", 1, colorCodes.DEFENCE, {{ defaultCollapsed = false, label = "Damage Taken", data = {
colWidth = 114,
{
{ format = "Physical:" },
{ format = "Lightning:" },
{ format = "Cold:" },
{ format = "Fire:" },
{ format = "Chaos:" },
},
{ label = "Hit taken",
{ format = "x {2:output:PhysicalTakenHitMult}",
{ breakdown = "PhysicalTakenHitMult" },
{ modName = { "DamageTaken", "DamageTakenWhenHit", "PhysicalDamageTaken", "PhysicalDamageTakenWhenHit", "PhysicalDamageTakenAsFire", "PhysicalDamageTakenAsCold", "PhysicalDamageTakenAsLightning", "PhysicalDamageTakenAsChaos" } }
},
{ format = "x {2:output:LightningTakenHitMult}",
{ breakdown = "LightningTakenHitMult" },
{ modName = { "DamageTaken", "DamageTakenWhenHit", "LightningDamageTaken", "LightningDamageTakenWhenHit", "ElementalDamageTaken", "ElementalDamageTakenWhenHit", "LightningDamageTakenAsPhysical", "LightningDamageTakenAsFire", "LightningDamageTakenAsCold", "LightningDamageTakenAsChaos", "ElementalDamageTakenAsPhysical", "ElementalDamageTakenAsChaos", "SelfIgnoreLightningResistance" } }
},
{ format = "x {2:output:ColdTakenHitMult}",
{ breakdown = "ColdTakenHitMult" },
{ modName = { "DamageTaken", "DamageTakenWhenHit", "ColdDamageTaken", "ColdDamageTakenWhenHit", "ElementalDamageTaken", "ElementalDamageTakenWhenHit", "ColdDamageTakenAsPhysical", "ColdDamageTakenAsFire", "ColdDamageTakenAsLightning", "ColdDamageTakenAsChaos", "ElementalDamageTakenAsPhysical", "ElementalDamageTakenAsChaos", "SelfIgnoreColdResistance" } }
},
{ format = "x {2:output:FireTakenHitMult}",
{ breakdown = "FireTakenHitMult" },
{ modName = { "DamageTaken", "DamageTakenWhenHit", "FireDamageTaken", "FireDamageTakenWhenHit", "ElementalDamageTaken", "ElementalDamageTakenWhenHit", "FireDamageTakenAsPhysical", "FireDamageDamageTakenAsCold", "FireDamageTakenAsLightning", "FireDamageTakenAsChaos", "ElementalDamageTakenAsPhysical", "ElementalDamageTakenAsChaos", "SelfIgnoreFireResistance" } }
},
{ format = "x {2:output:ChaosTakenHitMult}",
{ breakdown = "ChaosTakenHitMult" },
{ modName = { "DamageTaken", "DamageTakenWhenHit", "ChaosDamageTaken", "ChaosDamageTakenWhenHit", "ChaosDamageTakenAsPhysical", "ChaosDamageTakenAsFire", "ChaosDamageTakenAsCold", "ChaosDamageTakenAsLightning", "SelfIgnoreChaosResistance" } }
},
},
{ label = "DoT taken",
{ format = "x {2:output:PhysicalTakenDotMult}",
{ breakdown = "PhysicalTakenDotMult" },
{ modName = { "DamageTaken", "DamageTakenOverTime", "PhysicalDamageTaken", "PhysicalDamageTakenOverTime" } }
},
{ format = "x {2:output:LightningTakenDotMult}",
{ breakdown = "LightningTakenDotMult" },
{ modName = { "DamageTaken", "DamageTakenOverTime", "LightningDamageTaken", "LightningDamageTakenOverTime", "ElementalDamageTaken", "ElementalDamageTakenOverTime", "SelfIgnoreLightningResistance" } }
},
{ format = "x {2:output:ColdTakenDotMult}",
{ breakdown = "ColdTakenDotMult" },
{ modName = { "DamageTaken", "DamageTakenOverTime", "ColdDamageTaken", "ColdDamageTakenOverTime", "ElementalDamageTaken", "ElementalDamageTakenOverTime", "SelfIgnoreColdResistance" } }
},
{ format = "x {2:output:FireTakenDotMult}",
{ breakdown = "FireTakenDotMult" },
{ modName = { "DamageTaken", "DamageTakenOverTime", "FireDamageTaken", "FireDamageTakenOverTime", "ElementalDamageTaken", "ElementalDamageTakenOverTime", "SelfIgnoreFireResistance" } }
},
{ format = "x {2:output:ChaosTakenDotMult}",
{ breakdown = "ChaosTakenDotMult" },
{ modName = { "DamageTaken", "DamageTakenOverTime", "ChaosDamageTaken", "ChaosDamageTakenOverTime", "SelfIgnoreChaosResistance" } }
},
},
{ label = "Reflect taken", haveOutput = "AnyTakenReflect",
{ format = "x {2:output:PhysicalTakenReflectMult}",
{ breakdown = "PhysicalTakenReflectMult" },
{ modName = { "DamageTaken", "DamageTakenWhenHit", "PhysicalDamageTaken", "PhysicalDamageTakenWhenHit", "PhysicalReflectedDamageTaken", "PhysicalDamageTakenAsFire", "PhysicalDamageTakenAsCold", "PhysicalDamageTakenAsLightning", "PhysicalDamageTakenAsChaos" } }
},
{ format = "x {2:output:LightningTakenReflectMult}",
{ breakdown = "LightningTakenReflectMult" },
{ modName = { "DamageTaken", "DamageTakenWhenHit", "LightningDamageTaken", "LightningDamageTakenWhenHit", "LightningReflectedDamageTaken", "ElementalDamageTaken", "ElementalDamageTakenWhenHit", "ElementalReflectedDamageTaken", "LightningDamageTakenAsPhysical", "LightningDamageTakenAsFire", "LightningDamageTakenAsCold", "LightningDamageTakenAsChaos", "ElementalDamageTakenAsPhysical", "ElementalDamageTakenAsChaos" } }
},
{ format = "x {2:output:ColdTakenReflectMult}",
{ breakdown = "ColdTakenReflectMult" },
{ modName = { "DamageTaken", "DamageTakenWhenHit", "ColdDamageTaken", "ColdDamageTakenWhenHit", "ColdReflectedDamageTaken", "ElementalDamageTaken", "ElementalDamageTakenWhenHit", "ElementalReflectedDamageTaken", "ColdDamageTakenAsPhysical", "ColdDamageTakenAsFire", "ColdDamageTakenAsLightning", "ColdDamageTakenAsChaos", "ElementalDamageTakenAsPhysical", "ElementalDamageTakenAsChaos" } }
},
{ format = "x {2:output:FireTakenReflectMult}",
{ breakdown = "FireTakenReflectMult" },
{ modName = { "DamageTaken", "DamageTakenWhenHit", "FireDamageTaken", "FireDamageTakenWhenHit", "FireReflectedDamageTaken", "ElementalDamageTaken", "ElementalDamageTakenWhenHit", "ElementalReflectedDamageTaken", "ElementalDamageTakenOverTime", "FireDamageTakenAsPhysical", "FireDamageDamageTakenAsCold", "FireDamageTakenAsLightning", "FireDamageTakenAsChaos", "ElementalDamageTakenAsPhysical", "ElementalDamageTakenAsChaos" } }
},
{ format = "x {2:output:ChaosTakenReflectMult}",
{ breakdown = "ChaosTakenReflectMult" },
{ modName = { "DamageTaken", "DamageTakenWhenHit", "ChaosDamageTaken", "ChaosDamageTakenWhenHit", "ChaosDamageTakenAsPhysical", "ChaosDamageTakenAsFire", "ChaosDamageTakenAsCold", "ChaosDamageTakenAsLightning" } }
},
},
} }, { defaultCollapsed = false, label = "Chance to not be Hit", data = {
{ label = "Melee Ch.", { format = "{0:output:MeleeNotHitChance}%", { breakdown = "MeleeNotHitChance" }, }, },
{ label = "Projectile Ch.", { format = "{0:output:ProjectileNotHitChance}%", { breakdown = "ProjectileNotHitChance" }, }, },
{ label = "Spell Ch.", { format = "{0:output:SpellNotHitChance}%", { breakdown = "SpellNotHitChance" }, }, },
{ label = "Spell Projectile Ch.", { format = "{0:output:SpellProjectileNotHitChance}%", { breakdown = "SpellProjectileNotHitChance" }, }, },
}, }, { defaultCollapsed = false, label = "Chance to not take Damage when Hit", data = {
colWidth = 114,
{ label = "Melee Ch.",
{ format = "{1:output:PhysicalMeleeDamageChance}%",
{ breakdown = "PhysicalMeleeDamageChance" },
},
{ format = "{1:output:LightningMeleeDamageChance}%",
{ breakdown = "LightningMeleeDamageChance" },
},
{ format = "{1:output:ColdMeleeDamageChance}%",
{ breakdown = "ColdMeleeDamageChance" },
},
{ format = "{1:output:FireMeleeDamageChance}%",
{ breakdown = "FireMeleeDamageChance" },
},
{ format = "{1:output:ChaosMeleeDamageChance}%",
{ breakdown = "ChaosMeleeDamageChance" },
},
},
{ label = "Projectile Ch.",
{ format = "{1:output:PhysicalProjectileDamageChance}%",
{ breakdown = "PhysicalProjectileDamageChance" },
},
{ format = "{1:output:LightningProjectileDamageChance}%",
{ breakdown = "LightningProjectileDamageChance" },
},
{ format = "{1:output:ColdProjectileDamageChance}%",
{ breakdown = "ColdProjectileDamageChance" },
},
{ format = "{1:output:FireProjectileDamageChance}%",
{ breakdown = "FireProjectileDamageChance" },
},
{ format = "{1:output:ChaosProjectileDamageChance}%",
{ breakdown = "ChaosProjectileDamageChance" },
},
},
{ label = "Spell Ch.",
{ format = "{1:output:PhysicalSpellDamageChance}%",
{ breakdown = "PhysicalSpellDamageChance" },
},
{ format = "{1:output:LightningSpellDamageChance}%",
{ breakdown = "LightningSpellDamageChance" },
},
{ format = "{1:output:ColdSpellDamageChance}%",
{ breakdown = "ColdSpellDamageChance" },
},
{ format = "{1:output:FireSpellDamageChance}%",
{ breakdown = "FireSpellDamageChance" },
},
{ format = "{1:output:ChaosSpellDamageChance}%",
{ breakdown = "ChaosSpellDamageChance" },
},
},
{ label = "Spell Projectile Ch.",
{ format = "{1:output:PhysicalSpellProjectileDamageChance}%",
{ breakdown = "PhysicalSpellProjectileDamageChance" },
},
{ format = "{1:output:LightningSpellProjectileDamageChance}%",
{ breakdown = "LightningSpellProjectileDamageChance" },
},
{ format = "{1:output:ColdSpellProjectileDamageChance}%",
{ breakdown = "ColdSpellProjectileDamageChance" },
},
{ format = "{1:output:FireSpellProjectileDamageChance}%",
{ breakdown = "FireSpellProjectileDamageChance" },
},
{ format = "{1:output:ChaosSpellProjectileDamageChance}%",
{ breakdown = "ChaosSpellProjectileDamageChance" },
},
},
}, }, { defaultCollapsed = false, label = "Effective \"Health\" Pool", data = {
colWidth = 114,
{ label = "ES Bypass%", haveOutput = "AnyBypass",
{ format = "{0:output:PhysicalEnergyShieldBypass}",
{ breakdown = "PhysicalEnergyShieldBypass" },
{ modName = {"PhysicalEnergyShieldBypass", "BlockedDamageDoesntBypassES", "UnblockedDamageDoesBypassES"} },
},
{ format = "{0:output:LightningEnergyShieldBypass}",
{ breakdown = "LightningEnergyShieldBypass" },
{ modName = {"LightningEnergyShieldBypass", "BlockedDamageDoesntBypassES", "UnblockedDamageDoesBypassES"} },
},
{ format = "{0:output:ColdEnergyShieldBypass}",
{ breakdown = "ColdEnergyShieldBypass" },
{ modName = {"ColdEnergyShieldBypass", "BlockedDamageDoesntBypassES", "UnblockedDamageDoesBypassES"} },
},
{ format = "{0:output:FireEnergyShieldBypass}",
{ breakdown = "FireEnergyShieldBypass" },
{ modName = {"FireEnergyShieldBypass", "BlockedDamageDoesntBypassES", "UnblockedDamageDoesBypassES"} },
},
{ format = "{0:output:ChaosEnergyShieldBypass}",
{ breakdown = "ChaosEnergyShieldBypass" },
{ modName = {"ChaosEnergyShieldBypass", "ChaosNotBypassEnergyShield", "BlockedDamageDoesntBypassES", "UnblockedDamageDoesBypassES"} },
},
},
{ label = "Guard", haveOutput = "AnyGuard",
{ format = "{0:output:PhysicalGuardAbsorb}",
{ breakdown = "PhysicalGuardAbsorb" },
{ modName = { "GuardAbsorbRate", "PhysicalGuardAbsorbRate", "GuardAbsorbLimit", "PhysicalGuardAbsorbLimit" } },
},
{ format = "{0:output:LightningGuardAbsorb}",
{ breakdown = "LightningGuardAbsorb" },
{ modName = { "GuardAbsorbRate", "LightningGuardAbsorbRate", "GuardAbsorbLimit", "LightningGuardAbsorbLimit" } },
},
{ format = "{0:output:ColdGuardAbsorb}",
{ breakdown = "ColdGuardAbsorb" },
{ modName = { "GuardAbsorbRate", "ColdGuardAbsorbRate", "GuardAbsorbLimit", "ColdGuardAbsorbLimit" } },
},
{ format = "{0:output:FireGuardAbsorb}",
{ breakdown = "FireGuardAbsorb" },
{ modName = { "GuardAbsorbRate", "FireGuardAbsorbRate", "GuardAbsorbLimit", "FireGuardAbsorbLimit" } },
},
{ format = "{0:output:ChaosGuardAbsorb}",
{ breakdown = "ChaosGuardAbsorb" },
{ modName = { "GuardAbsorbRate", "ChaosGuardAbsorbRate", "GuardAbsorbLimit", "ChaosGuardAbsorbLimit" } },
},
},
{ label = "Mind over Matter", haveOutput = "AnyMindOverMatter",
{ format = "{0:output:PhysicalMindOverMatter}",
{ breakdown = "PhysicalMindOverMatter" },
{ modName = "DamageTakenFromManaBeforeLife" },
},
{ format = "{0:output:LightningMindOverMatter}",
{ breakdown = "LightningMindOverMatter" },
{ modName = {"DamageTakenFromManaBeforeLife", "LightningDamageTakenFromManaBeforeLife"} },
},
{ format = "{0:output:ColdMindOverMatter}",
{ breakdown = "ColdMindOverMatter" },
{ modName = "DamageTakenFromManaBeforeLife" },
},
{ format = "{0:output:FireMindOverMatter}",
{ breakdown = "FireMindOverMatter" },
{ modName = "DamageTakenFromManaBeforeLife" },
},
{ format = "{0:output:ChaosMindOverMatter}",
{ breakdown = "ChaosMindOverMatter" },
{ modName = {"DamageTakenFromManaBeforeLife", "ChaosDamageTakenFromManaBeforeLife"} },
},
},
{ label = "Total Pool",
{ format = "{0:output:PhysicalTotalPool}",
{ breakdown = "PhysicalTotalPool" },
},
{ format = "{0:output:LightningTotalPool}",
{ breakdown = "LightningTotalPool" },
},
{ format = "{0:output:ColdTotalPool}",
{ breakdown = "ColdTotalPool" },
},
{ format = "{0:output:FireTotalPool}",
{ breakdown = "FireTotalPool" },
},
{ format = "{0:output:ChaosTotalPool}",
{ breakdown = "ChaosTotalPool" },
},
},
{ label = "Maximum Hit Taken",
{ format = "{0:output:PhysicalMaximumHitTaken}",
{ breakdown = "PhysicalMaximumHitTaken" },
},
{ format = "{0:output:LightningMaximumHitTaken}",
{ breakdown = "LightningMaximumHitTaken" },
},
{ format = "{0:output:ColdMaximumHitTaken}",
{ breakdown = "ColdMaximumHitTaken" },
},
{ format = "{0:output:FireMaximumHitTaken}",
{ breakdown = "FireMaximumHitTaken" },
},
{ format = "{0:output:ChaosMaximumHitTaken}",
{ breakdown = "ChaosMaximumHitTaken" },
},
},
{ label = "Effective DoT Pool",
{ format = "{0:output:PhysicalDotEHP}",
{ breakdown = "PhysicalDotEHP" },
},
{ format = "{0:output:LightningDotEHP}",
{ breakdown = "LightningDotEHP" },
},
{ format = "{0:output:ColdDotEHP}",
{ breakdown = "ColdDotEHP" },
},
{ format = "{0:output:FireDotEHP}",
{ breakdown = "FireDotEHP" },
},
{ format = "{0:output:ChaosDotEHP}",
{ breakdown = "ChaosDotEHP" },
},
},
{ label = "Effective Hit Pool",
{ format = "{0:output:PhysicalTotalEHP}",
{ breakdown = "PhysicalTotalEHP" },
},
{ format = "{0:output:LightningTotalEHP}",
{ breakdown = "LightningTotalEHP" },
},
{ format = "{0:output:ColdTotalEHP}",
{ breakdown = "ColdTotalEHP" },
},
{ format = "{0:output:FireTotalEHP}",
{ breakdown = "FireTotalEHP" },
},
{ format = "{0:output:ChaosTotalEHP}",
{ breakdown = "ChaosTotalEHP" },
},
}
} }, { defaultCollapsed = false, label = "Degen", data = {
colWidth = 114,
{ label = "Degens", haveOutput = "TotalDegen",
{ format = "{0:output:PhysicalDegen}",
{ breakdown = "PhysicalDegen" },
{ modName = "PhysicalDegen", }
},
{ format = "{0:output:LightningDegen}",
{ breakdown = "LightningDegen" },
{ modName = "LightningDegen", }
},
{ format = "{0:output:ColdDegen}",
{ breakdown = "ColdDegen" },
{ modName = "ColdDegen", }
},
{ format = "{0:output:FireDegen}",
{ breakdown = "FireDegen" },
{ modName = "FireDegen", }
},
{ format = "{0:output:ChaosDegen}",
{ breakdown = "ChaosDegen" },
{ modName = "ChaosDegen", }
},
},
{ label = "Total Degen", haveOutput = "TotalDegen", { format = "{1:output:TotalDegen}",
{ breakdown = "TotalDegen" },
{ label = "Sources", modName = { "PhysicalDegen", "FireDegen", "ColdDegen", "LightningDegen", "ChaosDegen" }, modType = "BASE" },
}, },
{ label = "Total Net Regen", haveOutput = "TotalNetRegen", { format = "{1:output:TotalNetRegen}",
{ breakdown = "TotalNetRegen" },
}, },
{ label = "Net Life Regen", haveOutput = "NetLifeRegen", { format = "{1:output:NetLifeRegen}", { breakdown = "NetLifeRegen" }, }, },
{ label = "Net Mana Regen", haveOutput = "NetManaRegen", { format = "{1:output:NetManaRegen}", { breakdown = "NetManaRegen" }, }, },
{ label = "Net ES Regen", haveOutput = "NetEnergyShieldRegen", { format = "{1:output:NetEnergyShieldRegen}", { breakdown = "NetEnergyShieldRegen" }, }, },
} }
} },
}