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Fix The Taming affecting Elemental Ground DoTs (#8286)
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The Taming is only meant to apply to Hits and Ailments but was just applying generically to everything

Co-authored-by: LocalIdentity <[email protected]>
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LocalIdentity and LocalIdentity committed Sep 3, 2024
1 parent 5a5da23 commit 5a94286
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Showing 2 changed files with 9 additions and 9 deletions.
4 changes: 2 additions & 2 deletions src/Data/ModCache.lua
Original file line number Diff line number Diff line change
Expand Up @@ -4677,7 +4677,7 @@ c["35% increased Effect of Blind from Melee Weapons"]={{[1]={flags=0,keywordFlag
c["35% increased Effect of Buffs granted by your Golems"]={{[1]={[1]={skillType=61,type="SkillType"},flags=0,keywordFlags=0,name="BuffEffect",type="INC",value=35}},nil}
c["35% increased Effect of your Curses"]={{[1]={flags=0,keywordFlags=0,name="CurseEffect",type="INC",value=35}},nil}
c["35% increased Elemental Damage"]={{[1]={flags=0,keywordFlags=0,name="ElementalDamage",type="INC",value=35}},nil}
c["35% increased Elemental Damage with Hits and Ailments for each type of Elemental Ailment on Enemy"]={{[1]={[1]={actor="enemy",type="ActorCondition",var="Frozen"},flags=0,keywordFlags=0,name="ElementalDamage",type="INC",value=35},[2]={[1]={actor="enemy",type="ActorCondition",var="Chilled"},flags=0,keywordFlags=0,name="ElementalDamage",type="INC",value=35},[3]={[1]={actor="enemy",type="ActorCondition",var="Ignited"},flags=0,keywordFlags=0,name="ElementalDamage",type="INC",value=35},[4]={[1]={actor="enemy",type="ActorCondition",var="Shocked"},flags=0,keywordFlags=0,name="ElementalDamage",type="INC",value=35},[5]={[1]={actor="enemy",type="ActorCondition",var="Scorched"},flags=0,keywordFlags=0,name="ElementalDamage",type="INC",value=35},[6]={[1]={actor="enemy",type="ActorCondition",var="Brittle"},flags=0,keywordFlags=0,name="ElementalDamage",type="INC",value=35},[7]={[1]={actor="enemy",type="ActorCondition",var="Sapped"},flags=0,keywordFlags=0,name="ElementalDamage",type="INC",value=35}},nil}
c["35% increased Elemental Damage with Hits and Ailments for each type of Elemental Ailment on Enemy"]={{[1]={[1]={actor="enemy",type="ActorCondition",var="Frozen"},flags=0,keywordFlags=786432,name="ElementalDamage",type="INC",value=35},[2]={[1]={actor="enemy",type="ActorCondition",var="Chilled"},flags=0,keywordFlags=786432,name="ElementalDamage",type="INC",value=35},[3]={[1]={actor="enemy",type="ActorCondition",var="Ignited"},flags=0,keywordFlags=786432,name="ElementalDamage",type="INC",value=35},[4]={[1]={actor="enemy",type="ActorCondition",var="Shocked"},flags=0,keywordFlags=786432,name="ElementalDamage",type="INC",value=35},[5]={[1]={actor="enemy",type="ActorCondition",var="Scorched"},flags=0,keywordFlags=786432,name="ElementalDamage",type="INC",value=35},[6]={[1]={actor="enemy",type="ActorCondition",var="Brittle"},flags=0,keywordFlags=786432,name="ElementalDamage",type="INC",value=35},[7]={[1]={actor="enemy",type="ActorCondition",var="Sapped"},flags=0,keywordFlags=786432,name="ElementalDamage",type="INC",value=35}},nil}
c["35% increased Evasion Rating from Equipped Helmet and Boots"]={{[1]={[1]={slotNameList={[1]="Helmet",[2]="Boots"},type="SlotName"},flags=0,keywordFlags=0,name="Evasion",type="INC",value=35}},nil}
c["35% increased Fire Damage"]={{[1]={flags=0,keywordFlags=0,name="FireDamage",type="INC",value=35}},nil}
c["35% increased Global Critical Strike Chance"]={{[1]={[1]={type="Global"},flags=0,keywordFlags=0,name="CritChance",type="INC",value=35}},nil}
Expand Down Expand Up @@ -4894,7 +4894,7 @@ c["40% increased Effect of Shocks you inflict during Effect"]={{[1]={[1]={type="
c["40% increased Effect of non-Damaging Ailments you inflict with Critical Strikes"]={{[1]={[1]={type="Condition",var="CriticalStrike"},flags=0,keywordFlags=0,name="EnemyShockEffect",type="INC",value=40},[2]={[1]={type="Condition",var="CriticalStrike"},flags=0,keywordFlags=0,name="EnemyChillEffect",type="INC",value=40},[3]={[1]={type="Condition",var="CriticalStrike"},flags=0,keywordFlags=0,name="EnemyFreezeEffect",type="INC",value=40},[4]={[1]={type="Condition",var="CriticalStrike"},flags=0,keywordFlags=0,name="EnemyScorchEffect",type="INC",value=40},[5]={[1]={type="Condition",var="CriticalStrike"},flags=0,keywordFlags=0,name="EnemyBrittleEffect",type="INC",value=40},[6]={[1]={type="Condition",var="CriticalStrike"},flags=0,keywordFlags=0,name="EnemySapEffect",type="INC",value=40}},nil}
c["40% increased Elemental Damage"]={{[1]={flags=0,keywordFlags=0,name="ElementalDamage",type="INC",value=40}},nil}
c["40% increased Elemental Damage with Attack Skills"]={{[1]={flags=0,keywordFlags=65536,name="ElementalDamage",type="INC",value=40}},nil}
c["40% increased Elemental Damage with Hits and Ailments for each type of Elemental Ailment on Enemy"]={{[1]={[1]={actor="enemy",type="ActorCondition",var="Frozen"},flags=0,keywordFlags=0,name="ElementalDamage",type="INC",value=40},[2]={[1]={actor="enemy",type="ActorCondition",var="Chilled"},flags=0,keywordFlags=0,name="ElementalDamage",type="INC",value=40},[3]={[1]={actor="enemy",type="ActorCondition",var="Ignited"},flags=0,keywordFlags=0,name="ElementalDamage",type="INC",value=40},[4]={[1]={actor="enemy",type="ActorCondition",var="Shocked"},flags=0,keywordFlags=0,name="ElementalDamage",type="INC",value=40},[5]={[1]={actor="enemy",type="ActorCondition",var="Scorched"},flags=0,keywordFlags=0,name="ElementalDamage",type="INC",value=40},[6]={[1]={actor="enemy",type="ActorCondition",var="Brittle"},flags=0,keywordFlags=0,name="ElementalDamage",type="INC",value=40},[7]={[1]={actor="enemy",type="ActorCondition",var="Sapped"},flags=0,keywordFlags=0,name="ElementalDamage",type="INC",value=40}},nil}
c["40% increased Elemental Damage with Hits and Ailments for each type of Elemental Ailment on Enemy"]={{[1]={[1]={actor="enemy",type="ActorCondition",var="Frozen"},flags=0,keywordFlags=786432,name="ElementalDamage",type="INC",value=40},[2]={[1]={actor="enemy",type="ActorCondition",var="Chilled"},flags=0,keywordFlags=786432,name="ElementalDamage",type="INC",value=40},[3]={[1]={actor="enemy",type="ActorCondition",var="Ignited"},flags=0,keywordFlags=786432,name="ElementalDamage",type="INC",value=40},[4]={[1]={actor="enemy",type="ActorCondition",var="Shocked"},flags=0,keywordFlags=786432,name="ElementalDamage",type="INC",value=40},[5]={[1]={actor="enemy",type="ActorCondition",var="Scorched"},flags=0,keywordFlags=786432,name="ElementalDamage",type="INC",value=40},[6]={[1]={actor="enemy",type="ActorCondition",var="Brittle"},flags=0,keywordFlags=786432,name="ElementalDamage",type="INC",value=40},[7]={[1]={actor="enemy",type="ActorCondition",var="Sapped"},flags=0,keywordFlags=786432,name="ElementalDamage",type="INC",value=40}},nil}
c["40% increased Elusive Effect"]={{[1]={flags=0,keywordFlags=0,name="ElusiveEffect",type="INC",value=40}},nil}
c["40% increased Energy Shield"]={{[1]={flags=0,keywordFlags=0,name="EnergyShield",type="INC",value=40}},nil}
c["40% increased Energy Shield Recharge Rate if Equipped Amulet has an Explicit Evasion Modifier"]={{[1]={[1]={itemSlot="amulet",searchCond="explicit evasion",type="ItemCondition"},flags=0,keywordFlags=0,name="EnergyShieldRecharge",type="INC",value=40}},nil}
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14 changes: 7 additions & 7 deletions src/Modules/ModParser.lua
Original file line number Diff line number Diff line change
Expand Up @@ -3112,13 +3112,13 @@ local specialModList = {
} end,
-- Elemental Ailments
["(%d+)%% increased elemental damage with hits and ailments for each type of elemental ailment on enemy"] = function(num) return {
mod("ElementalDamage", "INC", num, { type = "ActorCondition", actor = "enemy", var = "Frozen" }),
mod("ElementalDamage", "INC", num, { type = "ActorCondition", actor = "enemy", var = "Chilled" }),
mod("ElementalDamage", "INC", num, { type = "ActorCondition", actor = "enemy", var = "Ignited" }),
mod("ElementalDamage", "INC", num, { type = "ActorCondition", actor = "enemy", var = "Shocked" }),
mod("ElementalDamage", "INC", num, { type = "ActorCondition", actor = "enemy", var = "Scorched" }),
mod("ElementalDamage", "INC", num, { type = "ActorCondition", actor = "enemy", var = "Brittle" }),
mod("ElementalDamage", "INC", num, { type = "ActorCondition", actor = "enemy", var = "Sapped" }),
mod("ElementalDamage", "INC", num, nil, 0, bor(KeywordFlag.Hit, KeywordFlag.Ailment), { type = "ActorCondition", actor = "enemy", var = "Frozen" }),
mod("ElementalDamage", "INC", num, nil, 0, bor(KeywordFlag.Hit, KeywordFlag.Ailment), { type = "ActorCondition", actor = "enemy", var = "Chilled" }),
mod("ElementalDamage", "INC", num, nil, 0, bor(KeywordFlag.Hit, KeywordFlag.Ailment), { type = "ActorCondition", actor = "enemy", var = "Ignited" }),
mod("ElementalDamage", "INC", num, nil, 0, bor(KeywordFlag.Hit, KeywordFlag.Ailment), { type = "ActorCondition", actor = "enemy", var = "Shocked" }),
mod("ElementalDamage", "INC", num, nil, 0, bor(KeywordFlag.Hit, KeywordFlag.Ailment), { type = "ActorCondition", actor = "enemy", var = "Scorched" }),
mod("ElementalDamage", "INC", num, nil, 0, bor(KeywordFlag.Hit, KeywordFlag.Ailment), { type = "ActorCondition", actor = "enemy", var = "Brittle" }),
mod("ElementalDamage", "INC", num, nil, 0, bor(KeywordFlag.Hit, KeywordFlag.Ailment), { type = "ActorCondition", actor = "enemy", var = "Sapped" }),
} end,
["your shocks can increase damage taken by up to a maximum of (%d+)%%"] = function(num) return { mod("ShockMax", "OVERRIDE", num) } end,
["%+(%d+)%% to maximum effect of shock"] = function(num) return { mod("ShockMax", "BASE", num) } end,
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