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Split ModifyParry into ModifyParry and ModifyParryForce effects #18

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@FominArtmind FominArtmind commented Mar 7, 2024

Motivation: parry and parry force can have very different magnitudes for adequate results. Especially it's important for early game items which parry is very low but parry force still being comparable to the late game items. For them, if parry increased by like 400, 600% it still can lead to balanced items while parry force of x5-7 leads to enemies unrealistically flying away for dozen meters.

Possible example for legendaries.json:

    {
        "ID": "TarredStick",
        "Name": "$mod_epicloot_l_tarred_stick",
        "Description": "$mod_epicloot_l_tarred_stick_desc",
        "Requirements": {
            "AllowedItemNames": [ "$item_club" ]
        },
        "SelectionWeight": 10000,
        "GuaranteedEffectCount": 5,
        "GuaranteedMagicEffects": [
            { "Type": "ModifyPhysicalDamage", "Values": { "MinValue": 60, "MaxValue": 90, "Increment": 1 } },
            { "Type": "ModifyStaggerDamage", "Values": { "MinValue": 60, "MaxValue": 90, "Increment": 1 } },
            { "Type": "ModifyParry", "Values": { "MinValue": 400, "MaxValue": 400, "Increment": 1 } },
            { "Type": "ModifyParryForce", "Values": { "MinValue": 50, "MaxValue": 75, "Increment": 1 } },
            { "Type": "RemoveSpeedPenalty" },
            { "Type": "Indestructible" }
        ]
}

Backward compatibility: almost no effect for players using default mod configurations.

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