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[Bug Fix] Amplification should not benefit from instrument mods (#3898)
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@ -211,6 +211,7 @@
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#define SPELL_BATTLE_CRY_OF_THE_MASTRUQ 5031
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#define SPELL_BATTLE_CRY_OF_THE_MASTRUQ 5031
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#define SPELL_ANCIENT_CRY_OF_CHAOS 5032
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#define SPELL_ANCIENT_CRY_OF_CHAOS 5032
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#define SPELL_BLOODTHIRST 8476
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#define SPELL_BLOODTHIRST 8476
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#define SPELL_AMPLIFICATION 2603
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// discipline IDs.
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// discipline IDs.
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#define DISC_UNHOLY_AURA 4520
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#define DISC_UNHOLY_AURA 4520
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@ -1455,7 +1455,7 @@ int32 Client::CalcATK()
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uint32 Mob::GetInstrumentMod(uint16 spell_id)
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uint32 Mob::GetInstrumentMod(uint16 spell_id)
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{
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{
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if (GetClass() != Class::Bard) {
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if (GetClass() != Class::Bard || spells[spell_id].is_discipline || spell_id == SPELL_AMPLIFICATION) {
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//Other classes can get a base effects mod using SPA 413
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//Other classes can get a base effects mod using SPA 413
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if (HasBaseEffectFocus()) {
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if (HasBaseEffectFocus()) {
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return (10 + (GetFocusEffect(focusFcBaseEffects, spell_id) / 10));//TODO: change action->instrument mod to float to support < 10% focus values
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return (10 + (GetFocusEffect(focusFcBaseEffects, spell_id) / 10));//TODO: change action->instrument mod to float to support < 10% focus values
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