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["(%d+) life gained for each cursed enemy hit by your attacks"] =function(num) return { mod("LifeOnHit", "BASE", num, { type="ActorCondition", actor="enemy", var="Cursed"})} end,
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["(%d+) mana gained for each cursed enemy hit by your attacks"] =function(num) return { mod("ManaOnHit", "BASE", num, { type="ActorCondition", actor="enemy", var="Cursed"})} end,
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["recover (%d+)%% of life on kill"] =function(num) return { mod("LifeOnKill", "BASE", 1, { type="PercentStat", stat="Life", percent=num }) } end,
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["recover (%d+)%% of life on kill for each different type of mastery you have allocated"] =function(num) return { mod("LifeOnKill", "BASE", 1, { type="PercentStat", stat="Life", percent=num }, { type="Multiplier", var="AllocatedMasteryType"}) } end,
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["recover (%d+)%% of life on killing a poisoned enemy"] =function(num) return { mod("LifeOnKill", "BASE", 1, { type="PercentStat", stat="Life", percent=num }, { type="MultiplierThreshold", actor="enemy", var="PoisonStack", threshold=1 }) } end,
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["recover (%d+)%% of life on killing a chilled enemy"] =function(num) return { mod("LifeOnKill", "BASE", 1, { type="PercentStat", stat="Life", percent=num }, { type="ActorCondition", actor="enemy", var="Chilled" }) } end,
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["recover (%d+)%% of life on kill if you've spent life recently"] =function(num) return { mod("LifeOnKill", "BASE", 1, { type="PercentStat", stat="Life", percent=num }, { type="MultiplierThreshold", var="LifeSpentRecently", threshold=1 }) } end,
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["lose (%d+)%% of life on kill"] =function(num) return { mod("LifeOnKill", "BASE", -1, { type="PercentStat", stat="Life", percent=num }) } end,
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["%+(%d+) life gained on killing ignited enemies"] =function(num) return { mod("LifeOnKill", "BASE", num, { type="ActorCondition", actor="enemy", var="Ignited" }) } end,
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["recover (%d+)%% of mana on kill"] =function(num) return { mod("ManaOnKill", "BASE", 1, { type="PercentStat", stat="Mana", percent=num }) } end,
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["recover (%d+)%% of mana on kill for each different type of mastery you have allocated"] =function(num) return { mod("ManaOnKill", "BASE", 1, { type="PercentStat", stat="Mana", percent=num }, { type="Multiplier", var="AllocatedMasteryType"}) } end,
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["lose (%d+)%% of mana on kill"] =function(num) return { mod("ManaOnKill", "BASE", -1, { type="PercentStat", stat="Mana", percent=num }) } end,
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["%+(%d+) mana gained on killing a frozen enemy"] =function(num) return { mod("ManaOnKill", "BASE", num, { type="ActorCondition", actor="enemy", var="Frozen" }) } end,
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["recover (%d+)%% of energy shield on kill"] =function(num) return { mod("EnergyShieldOnKill", "BASE", 1, { type="PercentStat", stat="EnergyShield", percent=num }) } end,
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["recover (%d+)%% of energy shield on kill for each different type of mastery you have allocated"] =function(num) return { mod("EnergyShieldOnKill", "BASE", 1, { type="PercentStat", stat="EnergyShield", percent=num }, { type="Multiplier", var="AllocatedMasteryType"}) } end,
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["lose (%d+)%% of energy shield on kill"] =function(num) return { mod("EnergyShieldOnKill", "BASE", -1, { type="PercentStat", stat="EnergyShield", percent=num }) } end,
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["%+(%d+) energy shield gained on killing a shocked enemy"] =function(num) return { mod("EnergyShieldOnKill", "BASE", num, { type="ActorCondition", actor="enemy", var="Shocked" }) } end,
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["%+(%d+) energy shield gained on kill per level"] =function(num) return { mod("EnergyShieldOnKill", "BASE", num, { type="Multiplier", var="Level" }) } end,
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