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Clean up and revision of proc chance bonuses
Combat Effects and WeaponProc bonuses will no longer affect melee spell procs
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@@ -81,6 +81,8 @@ int32 Client::GetActSpellDamage(uint16 spell_id, int32 value, Mob* target) {
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int chance = RuleI(Spells, BaseCritChance);
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chance += itembonuses.CriticalSpellChance + spellbonuses.CriticalSpellChance + aabonuses.CriticalSpellChance;
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chance += itembonuses.FrenziedDevastation + spellbonuses.FrenziedDevastation + aabonuses.FrenziedDevastation;
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if (chance > 0){
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@@ -321,6 +323,12 @@ int32 Client::GetActSpellHealing(uint16 spell_id, int32 value, Mob* target) {
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int32 Client::GetActSpellCost(uint16 spell_id, int32 cost)
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{
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//FrenziedDevastation doubles mana cost of all DD spells
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int16 FrenziedDevastation = itembonuses.FrenziedDevastation + spellbonuses.FrenziedDevastation + aabonuses.FrenziedDevastation;
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if (FrenziedDevastation && IsPureNukeSpell(spell_id))
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cost *= 2;
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// Formula = Unknown exact, based off a random percent chance up to mana cost(after focuses) of the cast spell
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if(this->itembonuses.Clairvoyance && spells[spell_id].classes[(GetClass()%16) - 1] >= GetLevel() - 5)
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{
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