Spell Effect for melee mitigation will no longer use same bonus

item shielding effect. Added support for spell effect melee mitigation
to work on as item worn effects and AA.
This commit is contained in:
KayenEQ
2014-07-24 11:23:14 -04:00
parent 0d5a0525cd
commit 83f94da43b
3 changed files with 12 additions and 7 deletions
+3 -3
View File
@@ -715,7 +715,7 @@ void Mob::MeleeMitigation(Mob *attacker, int32 &damage, int32 minhit, ExtraAttac
//reduce the damage from shielding item and aa based on the min dmg
//spells offer pure mitigation
damage -= (minhit * defender->itembonuses.MeleeMitigation / 100);
damage -= (damage * defender->spellbonuses.MeleeMitigation / 100);
damage -= (damage * (defender->spellbonuses.MeleeMitigationEffect + defender->itembonuses.MeleeMitigationEffect + defender->aabonuses.MeleeMitigationEffect) / 100);
}
if (damage < 0)
@@ -757,7 +757,7 @@ int32 Mob::GetMeleeMitDmg(Mob *attacker, int32 damage, int32 minhit,
damage -= ((int)d * interval);
damage -= (minhit * itembonuses.MeleeMitigation / 100);
damage -= (damage * spellbonuses.MeleeMitigation / 100);
damage -= (damage * (spellbonuses.MeleeMitigationEffect + itembonuses.MeleeMitigationEffect + aabonuses.MeleeMitigationEffect) / 100);
return damage;
}
@@ -771,7 +771,7 @@ int32 Client::GetMeleeMitDmg(Mob *attacker, int32 damage, int32 minhit,
// floats for the rounding issues
float dmg_interval = (damage - minhit) / 19.0;
float dmg_bonus = minhit - dmg_interval;
float spellMeleeMit = spellbonuses.MeleeMitigation / 100.0;
float spellMeleeMit = (spellbonuses.MeleeMitigationEffect + itembonuses.MeleeMitigationEffect + aabonuses.MeleeMitigationEffect) / 100.0;
if (GetClass() == WARRIOR)
spellMeleeMit += 0.05;
dmg_bonus -= dmg_bonus * (itembonuses.MeleeMitigation / 100.0);