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SE_SpellResistReduction should be RNG
I think before there was an implied 1 to base now it's base to base2
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@ -5024,8 +5024,19 @@ int16 Mob::CalcFocusEffect(focusType type, uint16 focus_id, uint16 spell_id, boo
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break;
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case SE_SpellResistReduction:
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if (type == focusResistRate && focus_spell.base[i] > value)
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value = focus_spell.base[i];
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if (type == focusResistRate) {
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if (best_focus) {
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if (focus_spell.base2 != 0) {
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value = focus_spell.base2[i];
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} else {
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value = focus_spell.base[i];
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}
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} else if (focus_spell.base2[i] == 0 || focus_spell.base[i] == focus_spell.base2[i]) {
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value = focus_spell.base[i];
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} else {
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value = zone->random.Int(focus_spell.base[i], focus_spell.base2[i]);
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}
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}
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break;
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case SE_SpellHateMod:
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@ -5319,7 +5330,7 @@ int16 Client::GetFocusEffect(focusType type, uint16 spell_id)
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//Improved Healing, Damage & Mana Reduction are handled differently in that some are random percentages
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//In these cases we need to find the most powerful effect, so that each piece of gear wont get its own chance
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if(RuleB(Spells, LiveLikeFocusEffects) && (type == focusManaCost || type == focusImprovedHeal || type == focusImprovedDamage || type == focusImprovedDamage2))
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if(RuleB(Spells, LiveLikeFocusEffects) && (type == focusManaCost || type == focusImprovedHeal || type == focusImprovedDamage || type == focusImprovedDamage2 || type == focusResistRate))
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rand_effectiveness = true;
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//Check if item focus effect exists for the client.
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