diff --git a/common/spdat.h b/common/spdat.h index 81cb122eb..d626219d5 100644 --- a/common/spdat.h +++ b/common/spdat.h @@ -1076,9 +1076,9 @@ typedef enum { #define SE_FcTimerLockout 390 // implemented, @Fc, On Caster, set a spell to be on recast timer, base: recast duration milliseconds, Note: Applied from casted spells only #define SE_LimitManaMax 391 // implemented, @Ff, Mininum mana of spell that can be focused, base1: mana amt #define SE_FcHealAmt 392 // implemented, @Fc, On Caster, spell healing mod flat amt, base: amt -#define SE_FcHealPctIncoming 393 // implemented, @Fc, On Target, heal received critical chance mod, base: chance pct +#define SE_FcHealPctIncoming 393 // implemented, @Fc, On Target, heal received mod pct, base: pct, limit: random max pct #define SE_FcHealAmtIncoming 394 // implemented, @Fc, On Target, heal received mod flat amt, base: amt -#define SE_FcHealPctCritIncoming 395 // implemented, @Fc, On Target, heal received mod pct, base: pct +#define SE_FcHealPctCritIncoming 395 // implemented, @Fc, On Target, heal received mod pct, base: pct, limit: random max pct #define SE_FcHealAmtCrit 396 // implemented, @Fc, On Caster, spell healing mod flat amt, base: amt #define SE_PetMeleeMitigation 397 // implemented[AA] - additional mitigation to your pets. Adds AC #define SE_SwarmPetDuration 398 // implemented - Affects the duration of swarm pets diff --git a/zone/spell_effects.cpp b/zone/spell_effects.cpp index 2cf808487..a268327d9 100644 --- a/zone/spell_effects.cpp +++ b/zone/spell_effects.cpp @@ -6370,8 +6370,9 @@ int32 NPC::GetFocusEffect(focusType type, uint16 spell_id) { //Improved Healing, Damage & Mana Reduction are handled differently in that some are random percentages //In these cases we need to find the most powerful effect, so that each piece of gear wont get its own chance - if(RuleB(Spells, LiveLikeFocusEffects) && (type == focusManaCost || type == focusImprovedHeal || type == focusImprovedDamage || type == focusImprovedDamage2)) + if (RuleB(Spells, LiveLikeFocusEffects) && CanFocusUseRandomEffectivenessByType(type)) { rand_effectiveness = true; + } if (RuleB(Spells, NPC_UseFocusFromItems) && itembonuses.FocusEffects[type]){