[Bug Fix] Amplification should not benefit from instrument mods (#3898)

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Fryguy 2024-01-07 17:01:08 -05:00 committed by GitHub
parent 6db6d7dca9
commit 5488e9bf22
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2 changed files with 2 additions and 1 deletions

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@ -211,6 +211,7 @@
#define SPELL_BATTLE_CRY_OF_THE_MASTRUQ 5031
#define SPELL_ANCIENT_CRY_OF_CHAOS 5032
#define SPELL_BLOODTHIRST 8476
#define SPELL_AMPLIFICATION 2603
// discipline IDs.
#define DISC_UNHOLY_AURA 4520

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@ -1455,7 +1455,7 @@ int32 Client::CalcATK()
uint32 Mob::GetInstrumentMod(uint16 spell_id)
{
if (GetClass() != Class::Bard) {
if (GetClass() != Class::Bard || spells[spell_id].is_discipline || spell_id == SPELL_AMPLIFICATION) {
//Other classes can get a base effects mod using SPA 413
if (HasBaseEffectFocus()) {
return (10 + (GetFocusEffect(focusFcBaseEffects, spell_id) / 10));//TODO: change action->instrument mod to float to support < 10% focus values