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@MrHB212 MrHB212 commented Dec 18, 2025

keystones config calc_cannotStunned

I also added a parse for "dodge roll cannot avoid damage" but it doesnt do anything. I think it looks visually better when there is no red text if a node /keystone is working.

@MrHB212 MrHB212 changed the title Added Unwavering Stance and Bulwark Added different nodes on tree Dec 19, 2025
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MrHB212 commented Dec 19, 2025

image

Added "Every 10 Rage grant 12% inc Phys"

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Added "No Rage Effect"

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["arrows that pierce deal (%d+)%% increased damage"] = function(num) return { mod("Damage", "INC", num, nil, bor(ModFlag.Attack, ModFlag.Projectile), { type = "StatThreshold", stat = "PierceCount", threshold = 1 }) } end,
["projectiles gain (%d+)%% of non%-chaos damage as extra chaos damage per chain"] = function(num) return { mod("NonChaosDamageGainAsChaos", "BASE", num, nil, ModFlag.Projectile, { type = "PerStat", stat = "Chain" }) } end,
["projectiles that have chained gain (%d+)%% of non%-chaos damage as extra chaos damage"] = function(num) return { mod("NonChaosDamageGainAsChaos", "BASE", num, nil, ModFlag.Projectile, { type = "StatThreshold", stat = "Chain", threshold = 1 }) } end,
["spells gain (%d+)%% of damage as extra chaos damage"] = function(num) return { mod("NonChaosDamageGainAsChaos", "BASE", num, { type = "SkillType", skillType = SkillType.Spell}) } end,
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Rather than making a whole line for this, you can just update this line (hoping my link works)

["^spells [hdf][aei][var][el] a? ?"] = { flags = ModFlag.Spell },

If you update it to
["^spells [hgdf][aei][ivar][nel] a? ?"] = { flags = ModFlag.Spell },
It will also work for other damage types.

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Changed it.

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2 participants