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*Do not calculate level-based spell damage twice. This fixed the bug that some +ap buff give mobs too high damage.
--HG-- branch : trunk
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@@ -10613,7 +10613,7 @@ int32 Unit::CalculateSpellDamage(SpellEntry const* spellProto, uint8 effect_inde
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}
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}
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if(spellProto->Attributes & SPELL_ATTR_LEVEL_DAMAGE_CALCULATION && spellProto->spellLevel &&
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if(!basePointsPerLevel && (spellProto->Attributes & SPELL_ATTR_LEVEL_DAMAGE_CALCULATION && spellProto->spellLevel) &&
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spellProto->Effect[effect_index] != SPELL_EFFECT_WEAPON_PERCENT_DAMAGE &&
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spellProto->Effect[effect_index] != SPELL_EFFECT_KNOCK_BACK)
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//there are many more: slow speed, -healing pct
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