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Update to how FcBaseEffect focus modifies SE_SkillAttack damage.
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@ -875,6 +875,9 @@ void Mob::DoArcheryAttackDmg(Mob* other, const ItemInst* RangeWeapon, const Item
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else
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WDmg = weapon_damage;
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if (focus) //From FcBaseEffects
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WDmg += WDmg*focus/100;
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if((WDmg > 0) || (ADmg > 0))
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{
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if(WDmg < 0)
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@ -949,7 +952,6 @@ void Mob::DoArcheryAttackDmg(Mob* other, const ItemInst* RangeWeapon, const Item
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other->MeleeMitigation(this, TotalDmg, minDmg);
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if(TotalDmg > 0)
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{
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TotalDmg += TotalDmg*focus/100;
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ApplyMeleeDamageBonus(SkillArchery, TotalDmg);
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TotalDmg += other->GetFcDamageAmtIncoming(this, 0, true, SkillArchery);
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TotalDmg += (itembonuses.HeroicDEX / 10) + (TotalDmg * other->GetSkillDmgTaken(SkillArchery) / 100) + GetSkillDmgAmt(SkillArchery);
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@ -1282,9 +1284,12 @@ void Mob::DoThrowingAttackDmg(Mob* other, const ItemInst* RangeWeapon, const Ite
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if (!weapon_damage && item != nullptr)
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WDmg = GetWeaponDamage(other, item);
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else
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else
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WDmg = weapon_damage;
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if (focus) //From FcBaseEffects
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WDmg += WDmg*focus/100;
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int32 TotalDmg = 0;
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uint32 Assassinate_Dmg = 0;
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@ -1308,7 +1313,6 @@ void Mob::DoThrowingAttackDmg(Mob* other, const ItemInst* RangeWeapon, const Ite
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other->MeleeMitigation(this, TotalDmg, minDmg);
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if(TotalDmg > 0)
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{
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TotalDmg += TotalDmg*focus/100;
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ApplyMeleeDamageBonus(SkillThrowing, TotalDmg);
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TotalDmg += other->GetFcDamageAmtIncoming(this, 0, true, SkillThrowing);
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TotalDmg += (itembonuses.HeroicDEX / 10) + (TotalDmg * other->GetSkillDmgTaken(SkillThrowing) / 100) + GetSkillDmgAmt(SkillThrowing);
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@ -2175,6 +2179,9 @@ void Mob::DoMeleeSkillAttackDmg(Mob* other, uint16 weapon_damage, SkillUseTypes
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if(weapon_damage > 0){
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if (focus) //From FcBaseEffects
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weapon_damage += weapon_damage*focus/100;
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if(GetClass() == BERSERKER){
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int bonus = 3 + GetLevel()/10;
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weapon_damage = weapon_damage * (100+bonus) / 100;
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@ -2210,7 +2217,6 @@ void Mob::DoMeleeSkillAttackDmg(Mob* other, uint16 weapon_damage, SkillUseTypes
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other->AvoidDamage(this, damage, CanRiposte);
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other->MeleeMitigation(this, damage, min_hit);
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if(damage > 0) {
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damage += damage*focus/100;
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ApplyMeleeDamageBonus(skillinuse, damage);
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damage += other->GetFcDamageAmtIncoming(this, 0, true, skillinuse);
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damage += (itembonuses.HeroicSTR / 10) + (damage * other->GetSkillDmgTaken(skillinuse) / 100) + GetSkillDmgAmt(skillinuse);
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