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[Bug Fix] Prevent critical DOTs from affecting beneficial damage over time (#1710)
* no critical from lich * better
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@ -212,7 +212,7 @@ int32 Mob::GetActDoTDamage(uint16 spell_id, int32 value, Mob* target) {
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if (spells[spell_id].override_crit_chance > 0 && chance > spells[spell_id].override_crit_chance)
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chance = spells[spell_id].override_crit_chance;
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if (chance > 0 && (zone->random.Roll(chance))) {
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if (!spells[spell_id].good_effect && chance > 0 && (zone->random.Roll(chance))) {
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int32 ratio = 200;
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ratio += itembonuses.DotCritDmgIncrease + spellbonuses.DotCritDmgIncrease + aabonuses.DotCritDmgIncrease;
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value = base_value*ratio/100;
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