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Fix to allow regular runes to absorn spell damage (except dots).
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@ -3315,7 +3315,10 @@ int32 Mob::AffectMagicalDamage(int32 damage, uint16 spell_id, const bool iBuffTi
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if(damage < 1)
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return 0;
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//Regular runes absorb spell damage (except dots) - Confirmed on live.
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if (spellbonuses.MeleeRune[0] && spellbonuses.MeleeRune[1] >= 0)
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damage = RuneAbsorb(damage, SE_Rune);
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if (spellbonuses.AbsorbMagicAtt[0] && spellbonuses.AbsorbMagicAtt[1] >= 0)
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damage = RuneAbsorb(damage, SE_AbsorbMagicAtt);
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