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updates
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+5
-5
@@ -5278,15 +5278,15 @@ void Mob::CommonOutgoingHitSuccess(Mob* defender, DamageHitInfo &hit, ExtraAttac
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hit.damage_done += (hit.damage_done * pct_damage_reduction / 100) + (defender->GetFcDamageAmtIncoming(this, 0, true, hit.skill));
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if (defender->shield_ability.shielder_id = GetID()) {
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if (defender->shield_ability.shielder_id) {
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hit.damage_done *= 0.50;//Don't round.
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DoShieldDamageOnShielder(defender, hit);
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DoShieldDamageOnShielder(defender, hit.damage_done, hit.skill);
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}
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CheckNumHitsRemaining(NumHit::OutgoingHitSuccess);
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}
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void Mob::DoShieldDamageOnShielder(Mob* defender, DamageHitInfo &hit)
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void Mob::DoShieldDamageOnShielder(Mob* defender, int shielder_damage_taken, EQ::skills::SkillType skillInUse)
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{
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if (!defender) {
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return;
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@@ -5315,9 +5315,9 @@ void Mob::DoShieldDamageOnShielder(Mob* defender, DamageHitInfo &hit)
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mitigation = std::max(mitigation, 50);
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int shielder_damage_taken = hit.damage_done * 75 / 100;
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shielder_damage_taken = shielder_damage_taken * mitigation / 100;
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current_shielder->Damage(this, shielder_damage_taken, SPELL_UNKNOWN, hit.skill, true, -1, false, m_specialattacks);
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current_shielder->Damage(this, shielder_damage_taken, SPELL_UNKNOWN, skillInUse, true, -1, false, m_specialattacks);
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current_shielder->CheckNumHitsRemaining(NumHit::OutgoingHitSuccess);
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}
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