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Add support for Break Armour on Critical Hit with Spells (PathOfBuild…
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…ingCommunity#755)

Co-authored-by: majochem <[email protected]>
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majochem and majochem authored Feb 11, 2025
1 parent c5a270b commit 5b66562
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Showing 2 changed files with 3 additions and 4 deletions.
6 changes: 2 additions & 4 deletions src/Data/ModCache.lua
Original file line number Diff line number Diff line change
Expand Up @@ -2401,10 +2401,8 @@ c["Break 50% of Armour on Heavy Stunning an Enemy"]={{[1]={[1]={effectName="Armo
c["Break 60% increased Armour"]={nil,"Break 60% increased Armour "}
c["Break 60% increased Armour 10% chance to Defend with 200% of Armour"]={nil,"Break 60% increased Armour 10% chance to Defend with 200% of Armour "}
c["Break Armour equal to 10% of Hit Damage dealt"]={{[1]={[1]={effectName="ArmourBreak",effectType="Buff",type="GlobalEffect"},flags=0,keywordFlags=0,name="Condition:CanArmourBreak",type="FLAG",value=true}},nil}
c["Break Armour on Critical Hit with Spells equal to 10% of Physical Damage dealt"]={nil,"Break Armour on Critical Hit with Spells equal to 10% of Physical Damage dealt "}
c["Break Armour on Critical Hit with Spells equal to 10% of Physical Damage dealt 10% chance to inflict Bleeding on Hit"]={nil,"Break Armour on Critical Hit with Spells equal to 10% of Physical Damage dealt 10% chance to inflict Bleeding on Hit "}
c["Break Armour on Critical Hit with Spells equal to 10% of Physical Damage dealt 10% chance to inflict Bleeding on Hit 20% increased Physical Damage"]={nil,"Break Armour on Critical Hit with Spells equal to 10% of Physical Damage dealt 10% chance to inflict Bleeding on Hit 20% increased Physical Damage "}
c["Break Armour on Critical Hit with Spells equal to 5% of Physical Damage dealt"]={nil,"Break Armour on Critical Hit with Spells equal to 5% of Physical Damage dealt "}
c["Break Armour on Critical Hit with Spells equal to 10% of Physical Damage dealt"]={{[1]={[1]={effectName="ArmourBreak",effectType="Buff",type="GlobalEffect"},[2]={neg=true,type="Condition",var="NeverCrit"},flags=0,keywordFlags=0,name="Condition:CanArmourBreak",type="FLAG",value=true}},nil}
c["Break Armour on Critical Hit with Spells equal to 5% of Physical Damage dealt"]={{[1]={[1]={effectName="ArmourBreak",effectType="Buff",type="GlobalEffect"},[2]={neg=true,type="Condition",var="NeverCrit"},flags=0,keywordFlags=0,name="Condition:CanArmourBreak",type="FLAG",value=true}},nil}
c["Break enemy Concentration on Hit equal to 100% of Damage Dealt"]={nil,"Break enemy Concentration on Hit equal to 100% of Damage Dealt "}
c["Break enemy Concentration on Hit equal to 100% of Damage Dealt Enemies regain 10% of Concentration every second if they haven't lost Concentration in the past 5 seconds"]={nil,"Break enemy Concentration on Hit equal to 100% of Damage Dealt Enemies regain 10% of Concentration every second if they haven't lost Concentration in the past 5 seconds "}
c["Buffs on you expire 10% slower"]={{[1]={[1]={skillType=5,type="SkillType"},flags=0,keywordFlags=0,name="Duration",type="INC",value=10}},nil}
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1 change: 1 addition & 0 deletions src/Modules/ModParser.lua
Original file line number Diff line number Diff line change
Expand Up @@ -3219,6 +3219,7 @@ local specialModList = {
["hits have (%d+)%% increased critical hit chance against you"] = function(num) return { mod("EnemyCritChance", "INC", num) } end,
["hits have (%d+)%% reduced critical hit chance against you"] = function(num) return { mod("EnemyCritChance", "INC", -num) } end,
["stuns from critical hits have (%d+)%% increased duration"] = function(num) return { mod("EnemyStunDurationOnCrit", "INC", num) } end,
["break armour on critical hit with spells equal to (%d+)%% of physical damage dealt"] = { flag("Condition:CanArmourBreak", { type = "GlobalEffect", effectType = "Buff", effectName = "ArmourBreak" }, { type = "Condition", neg = true, var = "NeverCrit" })},
-- Generic Ailments
["enemies take (%d+)%% increased damage for each type of ailment you have inflicted on them"] = function(num) return {
mod("EnemyModifier", "LIST", { mod = mod("DamageTaken", "INC", num) }, { type = "ActorCondition", actor = "enemy", var = "Frozen" }),
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