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Additional fixups.
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@ -128,7 +128,7 @@ int32 EQEmu::skills::GetBaseDamage(SkillType skill)
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{
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{
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switch (skill) {
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switch (skill) {
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case SkillBash:
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case SkillBash:
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return 1;
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return 2;
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case SkillDragonPunch:
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case SkillDragonPunch:
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return 12;
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return 12;
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case SkillEagleStrike:
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case SkillEagleStrike:
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@ -96,9 +96,10 @@ int Mob::GetBaseSkillDamage(EQEmu::skills::SkillType skill, Mob *target)
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ac_bonus = inst->GetItemArmorClass(true) / 25.0f;
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ac_bonus = inst->GetItemArmorClass(true) / 25.0f;
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else
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else
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return 0; // return 0 in cases where we don't have an item
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return 0; // return 0 in cases where we don't have an item
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if (ac_bonus > skill_bonus)
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if (ac_bonus > skill_bonus)
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ac_bonus = skill_bonus;
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ac_bonus = skill_bonus;
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return static_cast<int>(base + ac_bonus + skill_bonus);
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return static_cast<int>(ac_bonus + skill_bonus);
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}
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}
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case EQEmu::skills::SkillBackstab: {
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case EQEmu::skills::SkillBackstab: {
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float skill_bonus = static_cast<float>(skill_level) * 0.02f;
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float skill_bonus = static_cast<float>(skill_level) * 0.02f;
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