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* Backed out changeset c7c6faf26cbd
* A different solution to damage will be implemented * You will need data from your DB provider if you don't have a backup --HG-- branch : trunk
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@@ -25,7 +25,6 @@
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#include "SharedDefines.h"
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#include "SpellAuras.h"
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#include "SpellAuraEffects.h"
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#include "ObjectMgr.h"
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/*#######################################
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######## ########
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@@ -866,8 +865,7 @@ void Creature::UpdateDamagePhysical(WeaponAttackType attType)
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float weapon_maxdamage = GetWeaponDamageRange(attType, MAXDAMAGE);
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/* difference in AP between current attack power and base value from DB */
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CreatureBaseStats const* stats = objmgr.GetCreatureBaseStats(getLevel(), GetCreatureInfo()->unit_class);
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float att_pwr_change = GetTotalAttackPowerValue(attType) - stats->GenerateAttackPower(GetCreatureInfo());
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float att_pwr_change = GetTotalAttackPowerValue(attType) - GetCreatureInfo()->attackpower;
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float base_value = GetModifierValue(unitMod, BASE_VALUE) + (att_pwr_change * GetAPMultiplier(attType, false) / 14.0f);
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float base_pct = GetModifierValue(unitMod, BASE_PCT);
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float total_value = GetModifierValue(unitMod, TOTAL_VALUE);
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