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Calculate maximum sustainable trauma stacks (#5049)
* auto boneshatter stacks
* add support for other mods and fix multistrike
* Cleanup and taruma breakdown
* cleanup
* Apply suggestions
* Switch to phys as probably more fitting
* improve breakdown and var names
* move somewhere a little more approriate
* move it
* Add initial attack rate cap. This doesn't behave correctly with multistrike.
* handle mutlistrike
* Add breakdown
* Slightly tidy breakdown
* make attack speed cap more generic
* Fix self damage breakdown as it needs to be called after damage calculations now.
iftrauma<0orincAttackSpeedPerTrauma*trauma>incAttackSpeedPerTraumaCapthen-- invalid long term trauma generation as maximum attack rate is once per tick.
Copy file name to clipboardExpand all lines: src/Modules/ModParser.lua
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@@ -3402,6 +3402,7 @@ local specialModList = {
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["added small passive skills have (%d+)%% increased effect"] =function(num) return { mod("JewelData", "LIST", { key="clusterJewelIncEffect", value=num }) } end,
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["this jewel's socket has (%d+)%% increased effect per allocated passive skill between it and your class' starting location"] =function(num) return { mod("JewelData", "LIST", { key="jewelIncEffectFromClassStart", value=num }) } end,
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-- Misc
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["boneshatter has (%d+)%% chance to grant %+1 trauma"] =function(num) return { mod("ExtraTrauma", "BASE", num, { type="SkillName", skillName="Boneshatter"}) } end,
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["your minimum frenzy, endurance and power charges are equal to your maximum while you are stationary"] = {
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