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Tweaks to most likely wrong PVP damage reduction
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@ -1435,13 +1435,15 @@ void Client::Damage(Mob* other, int32 damage, uint16 spell_id, EQEmu::skills::Sk
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// cut all PVP spell damage to 2/3
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// Blasting ourselfs is considered PvP
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//Don't do PvP mitigation if the caster is damaging himself
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//should this be applied to all damage? comments sound like some is for spell DMG
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//patch notes on PVP reductions only mention archery/throwing ... not normal dmg
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if(other && other->IsClient() && (other != this) && damage > 0) {
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int PvPMitigation = 100;
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if (attack_skill == EQEmu::skills::SkillArchery)
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if (attack_skill == EQEmu::skills::SkillArchery || attack_skill == EQEmu::skills::SkillThrowing)
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PvPMitigation = 80;
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else
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PvPMitigation = 67;
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damage = (damage * PvPMitigation) / 100;
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damage = std::max((damage * PvPMitigation) / 100, 1);
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}
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if(!ClientFinishedLoading())
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@ -3197,7 +3199,7 @@ void Mob::CommonDamage(Mob* attacker, int &damage, const uint16 spell_id, const
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if (!ignore_invul && (GetInvul() || DivineAura())) {
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Log.Out(Logs::Detail, Logs::Combat, "Avoiding %d damage due to invulnerability.", damage);
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damage = -5;
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damage = DMG_INVULNERABLE;
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}
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if( spell_id != SPELL_UNKNOWN || attacker == nullptr )
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