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Added Combat:BackstabBonus rule.
- 0 = 0%, 5 = 5%, 50 = 50%, 200 = 200%
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@ -398,6 +398,7 @@ RULE_INT ( Combat, EagleStrikeBonus, 15) //% Modifier that this skill gets to st
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RULE_INT(Combat, TigerClawBonus, 10) //% Modifier that this skill gets to str and skill bonuses
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RULE_INT(Combat, RoundKickBonus, 5) //% Modifier that this skill gets to str and skill bonuses
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RULE_INT(Combat, FrenzyBonus, 0) //% Modifier to damage
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RULE_INT(Combat, BackstabBonus, 0) //% Modifier to damage
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RULE_BOOL(Combat, ProcTargetOnly, true) //true = procs will only affect our target, false = procs will affect all of our targets
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RULE_REAL(Combat, NPCACFactor, 2.25)
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RULE_INT(Combat, ClothACSoftcap, 75)
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@ -6640,10 +6640,10 @@ void Bot::RogueBackstab(Mob* other, bool min_damage, int ReuseTime) {
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if(primaryweapondamage > 0) {
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if(level > 25) {
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max_hit = ((((2 * backstab_dmg) * GetDamageTable(SkillBackstab) / 100) * 10 * GetSkill(SkillBackstab) / 355) + ((level - 25) / 3) + 1);
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max_hit = (((((2 * backstab_dmg) * GetDamageTable(SkillBackstab) / 100) * 10 * GetSkill(SkillBackstab) / 355) + ((level - 25) / 3) + 1) * ((100 + RuleI(Combat, BackstabBonus)) / 100));
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hate = (20 * backstab_dmg * GetSkill(SkillBackstab) / 355);
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} else {
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max_hit = ((((2 * backstab_dmg) * GetDamageTable(SkillBackstab) / 100) * 10 * GetSkill(SkillBackstab) / 355) + 1);
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max_hit = (((((2 * backstab_dmg) * GetDamageTable(SkillBackstab) / 100) * 10 * GetSkill(SkillBackstab) / 355) + 1) * ((100 + RuleI(Combat, BackstabBonus)) / 100));
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hate = (20 * backstab_dmg * GetSkill(SkillBackstab) / 355);
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}
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@ -618,11 +618,11 @@ void Mob::RogueBackstab(Mob* other, bool min_damage, int ReuseTime)
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if(primaryweapondamage > 0){
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if(level > 25){
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max_hit = (((2*backstab_dmg) * GetDamageTable(SkillBackstab) / 100) * 10 * GetSkill(SkillBackstab) / 355) + ((level-25)/3) + 1;
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max_hit = (((((2*backstab_dmg) * GetDamageTable(SkillBackstab) / 100) * 10 * GetSkill(SkillBackstab) / 355) + ((level-25)/3) + 1) * ((100 + RuleI(Combat, BackstabBonus)) / 100));
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hate = 20 * backstab_dmg * GetSkill(SkillBackstab) / 355;
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}
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else{
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max_hit = (((2*backstab_dmg) * GetDamageTable(SkillBackstab) / 100) * 10 * GetSkill(SkillBackstab) / 355) + 1;;
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max_hit = (((((2*backstab_dmg) * GetDamageTable(SkillBackstab) / 100) * 10 * GetSkill(SkillBackstab) / 355) + 1) * ((100 + RuleI(Combat, BackstabBonus)) / 100));
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hate = 20 * backstab_dmg * GetSkill(SkillBackstab) / 355;
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}
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