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Implemented a few new stackable spell damage focus effects from live.
Implemented SE_ImprovedDamage2 461 // Increase spell damage by percent (SE_Fc_Damage_%2) Implemented SE_FcDamageAmt2 462 // Increase spell damage by flat amount (SE_Fc_Damage_Amt2)
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@@ -3437,6 +3437,8 @@ uint8 Mob::IsFocusEffect(uint16 spell_id,int effect_index, bool AA,uint32 aa_eff
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{
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case SE_ImprovedDamage:
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return focusImprovedDamage;
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case SE_ImprovedDamage2:
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return focusImprovedDamage2;
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case SE_ImprovedHeal:
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return focusImprovedHeal;
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case SE_ReduceManaCost:
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@@ -3475,6 +3477,8 @@ uint8 Mob::IsFocusEffect(uint16 spell_id,int effect_index, bool AA,uint32 aa_eff
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return focusSympatheticProc;
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case SE_FcDamageAmt:
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return focusFcDamageAmt;
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case SE_FcDamageAmt2:
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return focusFcDamageAmt2;
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case SE_FcDamageAmtCrit:
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return focusFcDamageAmtCrit;
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case SE_FcDamagePctCrit:
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