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Copy file name to clipboardexpand all lines: src/Data/ModCache.lua
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@@ -7132,8 +7132,7 @@ c["Attacks against you always Hit"]={{[1]={flags=0,keywordFlags=0,name="CannotEv
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c["Attacks always inflict Bleeding while you have Cat's Stealth"]={{[1]={[1]={type="Condition",var="AffectedByCat'sStealth"},flags=1,keywordFlags=0,name="BleedChance",type="BASE",value=100}},nil}
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c["Attacks cannot Hit you"]={{[1]={flags=0,keywordFlags=0,name="AlwaysEvade",type="FLAG",value=true}},nil}
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c["Attacks fire an additional Projectile"]={{[1]={flags=1,keywordFlags=0,name="ProjectileCount",type="BASE",value=1}},nil}
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c["Attacks fire an additional Projectile when in Off Hand"]={nil,"Attacks fire an additional Projectile when in Off Hand "}
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c["Attacks fire an additional Projectile when in Off Hand 55% increased Elemental Damage with Attack Skills"]={nil,"Attacks fire an additional Projectile when in Off Hand 55% increased Elemental Damage with Attack Skills "}
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c["Attacks fire an additional Projectile when in Off Hand"]={{[1]={[1]={num=2,type="SlotNumber"},flags=1,keywordFlags=0,name="ProjectileCount",type="BASE",value=1}},nil}
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c["Attacks have 10% chance to Ignite"]={{[1]={flags=1,keywordFlags=0,name="EnemyIgniteChance",type="BASE",value=10}},nil}
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c["Attacks have 10% chance to Maim on Hit"]={{}," to Maim "}
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c["Attacks have 10% chance to cause Bleeding"]={{[1]={flags=1,keywordFlags=0,name="BleedChance",type="BASE",value=10}},nil}
["skills chain an additional time while at maximum frenzy charges"] = { mod("ChainCountMax", "BASE", 1, { type = "StatThreshold", stat = "FrenzyCharges", thresholdStat = "FrenzyChargesMax" }) },
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["attacks chain an additional time when in main hand"] = { mod("ChainCountMax", "BASE", 1, nil, ModFlag.Attack, { type = "SlotNumber", num = 1 }) },
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["attacks fire an additional projectile when in off hand"] = { mod("ProjectileCount", "BASE", 1, nil, ModFlag.Attack, { type = "SlotNumber", num = 2 }) },
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["projectiles chain %+(%d) times while you have phasing"] = function(num) return { mod("ChainCountMax", "BASE", num, nil, ModFlag.Projectile, { type = "Condition", var = "Phasing" }) } end,
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