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Implemented SE_DamageModifier2
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@@ -279,6 +279,7 @@ struct StatBonuses {
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int16 HitChance; //HitChance/15 == % increase i = Accuracy (Item: Accuracy)
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int16 HitChanceEffect[HIGHEST_SKILL+2]; //Spell effect Chance to Hit, straight percent increase
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int16 DamageModifier[HIGHEST_SKILL+2]; //i
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int16 DamageModifier2[HIGHEST_SKILL+2]; //i
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int16 MinDamageModifier[HIGHEST_SKILL+2]; //i
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int16 ProcChance; // ProcChance/10 == % increase i = CombatEffects
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int16 ProcChanceSPA; // ProcChance from spell effects
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