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* Add support for % of armour applies to elemental damage
* add mod parser change
* cap percent of armour
* fix merge conflict
* add breakdown and fix phys not apply
* add to main breakdown
["you are blind"] = { flag("Condition:Blinded") },
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["armour applies to fire, cold and lightning damage taken from hits instead of physical damage"] = { flag("ArmourAppliesToFireDamageTaken"), flag("ArmourAppliesToColdDamageTaken"), flag("ArmourAppliesToLightningDamageTaken"), flag("ArmourDoesNotApplyToPhysicalDamageTaken") },
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["armour applies to fire, cold and lightning damage taken from hits instead of physical damage"] = {
["maximum damage reduction for any damage type is (%d+)%%"] =function(num) return { mod("DamageReductionMax", "OVERRIDE", num) } end,
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["(%d+)%% of maximum mana is converted to twice that much armour"] =function(num) return {
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mod("ManaConvertToArmour", "BASE", num),
@@ -3041,7 +3051,7 @@ local specialModList = {
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["immune to curses while you have at least (%d+) rage"] =function(num) return { mod("AvoidCurse", "BASE", 100, { type="MultiplierThreshold", var="Rage", threshold=num }) } end,
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["the effect of chill on you is reversed"] = { flag("SelfChillEffectIsReversed") },
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["your movement speed is (%d+)%% of its base value"] =function(num) return { mod("MovementSpeed", "OVERRIDE", num/100) } end,
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["armour also applies to lightning damage taken from hits"] = { flag("ArmourAppliesToLightningDamageTaken") },
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["armour also applies to lightning damage taken from hits"] = { mod("ArmourAppliesToLightningDamageTaken", "BASE", 100), },
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["lightning resistance does not affect lightning damage taken"] = { flag("SelfIgnoreLightningResistance") },
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["(%d+)%% increased maximum life and reduced fire resistance"] =function(num) return {
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