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@MrHB212 MrHB212 commented Dec 15, 2025

Screenshot 2025-12-16 004331 Screenshot 2025-12-16 004357

@MrHB212 MrHB212 changed the title Added sources of gaining rage Added sources of gaining rage and fixed max rage while shapeshifted Dec 16, 2025
@MrHB212 MrHB212 changed the title Added sources of gaining rage and fixed max rage while shapeshifted Added sources of gaining rage Dec 18, 2025
@LocalIdentity LocalIdentity added the enhancement New feature, calculation, or mod label Jan 13, 2026
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Just needs to change to be more generic so in the future we can support other mods like range on spell hit or range on arrow hit etcc

flag("Condition:CanGainRage"),
},
["gain (%d+) rage on melee hit"] = function(num) return {
mod("RageOnMeleeHit", "BASE", num),
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Should use ModFlag.Melee as a way to only have it work on Melee skills

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done

{ label = "Total", { format = "{0:output:Rage}", }, },
{ label = "Rage Effect", { format = "{1:output:RageEffect}", { modName = "RageEffect" }, }, },
{ label = "Maximum Rage", { format = "{0:output:MaximumRage}", { modName = "MaximumRage" }, }, },
{ label = "Gain on Melee hit", { format = "{0:output:RageOnMeleeHit}", { modName = "RageOnMeleeHit" }, }, },
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Should change to be Gain on Hit so it can work for other sources

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done

}end,
["gain %d+ rage on melee weapon hit"] = {
flag("Condition:CanGainRage"),
flag("Condition:CanGainRage")
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Can use the weapon modflag for this similar to how we handle other weapon hit mods

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I actually deleted that parse since it seemed like a duplicate to me, the nodes still work fine without that.

@MrHB212 MrHB212 marked this pull request as draft January 13, 2026 16:28
Also deleted 2719-2721 since it is just a duplicate
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MrHB212 commented Jan 13, 2026

image

Will also look into the Rage supports now since they dont actually do anything.

Edit: One of the nodes show "Rage on Hit" instead of "Rage on Melee Hit", dont know why.

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MrHB212 commented Jan 13, 2026

image image image image image

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2 participants