<abilities>
  <ability>
    <clone>dogged_resolve</clone>
    <key>dogged_resolve_3</key>
    <description>
      Whenever you are attacked, you have a chance to gain the "Dogged Resolve" status effect for 5 turns.
      [p]The chance to trigger the effect is based on your missing health percentage, at a rate of ⮃0.30%
      chance⮃
      per 1% missing health.
      [p]Dogged Resolve grants ⮃+30% physical resist⮃.
      [p]Dogged Resolve does not stack, but its duration will reset upon reactivation.
    </description>
    <passiveInfo>
      <triggers>
        <triggers>
          KEY dogged_resolve_trigger_3;
          WHEN PlayerIsAttacked -> chance:0.30, missingHealthScaling:true;
          THEN ApplyStatusEffect -> key:dogged_resolve_status_3, refresh:true, target:player;
        </triggers>
      </triggers>
    </passiveInfo>
    <unlockInfo>
      <autoDiscover>0</autoDiscover>
      <unlockRequirements>
        <requiredLevel>9</requiredLevel>
        <requiredPoints>2</requiredPoints>
      </unlockRequirements>
      <replaces>dogged_resolve_2</replaces>
    </unlockInfo>
    <statusEffects>
      <statusEffects>
        <turns>5</turns>
        <name>Dogged Resolve</name>
        <key>dogged_resolve_status_3</key>
        <icon>dogged_resolve</icon>
        <allowMany>false</allowMany>
        <modifiers>
          <modifiers>
            <type>PhysicalResist</type>
            <amount>0.3</amount>
          </modifiers>
          <modifiers>
            <type>CritResist</type>
            <amount>0.1</amount>
            <requiresAbility>dogged_resolve_crit</requiresAbility>
          </modifiers>
          <modifiers>
            <type>CritResist</type>
            <amount>0.2</amount>
            <requiresAbility>dogged_resolve_crit_2</requiresAbility>
          </modifiers>
          <modifiers>
            <type>CritResist</type>
            <amount>0.3</amount>
            <requiresAbility>dogged_resolve_crit_3</requiresAbility>
          </modifiers>
          <modifiers>
            <type>MissileDeflection</type>
            <amount>0.1</amount>
            <requiresAbility>dogged_resolve_deflect</requiresAbility>
          </modifiers>
          <modifiers>
            <type>MissileDeflection</type>
            <amount>0.2</amount>
            <requiresAbility>dogged_resolve_deflect_2</requiresAbility>
          </modifiers>
          <modifiers>
            <type>MissileDeflection</type>
            <amount>0.3</amount>
            <requiresAbility>dogged_resolve_deflect_3</requiresAbility>
          </modifiers>
          <modifiers>
            <type>BleedResist</type>
            <amount>0.1</amount>
            <requiresAbility>dogged_resolve_bleed</requiresAbility>
          </modifiers>
          <modifiers>
            <type>BleedResist</type>
            <amount>0.2</amount>
            <requiresAbility>dogged_resolve_bleed_2</requiresAbility>
          </modifiers>
          <modifiers>
            <type>BleedResist</type>
            <amount>0.3</amount>
            <requiresAbility>dogged_resolve_bleed_3</requiresAbility>
          </modifiers>
        </modifiers>
      </statusEffects>
    </statusEffects>
  </ability>
</abilities>
