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Core/Player: dropped unused combat rating diminishing
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@@ -4902,65 +4902,12 @@ float Player::GetRatingMultiplier(CombatRating cr) const
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float Player::GetRatingBonusValue(CombatRating cr) const
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{
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float baseResult = ApplyRatingDiminishing(cr, float(m_activePlayerData->CombatRatings[cr]) * GetRatingMultiplier(cr));
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float baseResult = float(m_activePlayerData->CombatRatings[cr]) * GetRatingMultiplier(cr);
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if (cr != CR_RESILIENCE_PLAYER_DAMAGE)
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return baseResult;
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return float(1.0f - pow(0.99f, baseResult)) * 100.0f;
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}
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float Player::ApplyRatingDiminishing(CombatRating cr, float bonusValue) const
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{
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uint32 diminishingCurveId = 0;
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switch (cr)
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{
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case CR_DODGE:
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diminishingCurveId = sDB2Manager.GetGlobalCurveId(GlobalCurve::DodgeDiminishing);
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break;
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case CR_PARRY:
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diminishingCurveId = sDB2Manager.GetGlobalCurveId(GlobalCurve::ParryDiminishing);
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break;
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case CR_BLOCK:
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diminishingCurveId = sDB2Manager.GetGlobalCurveId(GlobalCurve::BlockDiminishing);
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break;
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case CR_CRIT_MELEE:
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case CR_CRIT_RANGED:
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case CR_CRIT_SPELL:
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diminishingCurveId = sDB2Manager.GetGlobalCurveId(GlobalCurve::CritDiminishing);
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break;
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case CR_SPEED:
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diminishingCurveId = sDB2Manager.GetGlobalCurveId(GlobalCurve::SpeedDiminishing);
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break;
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case CR_LIFESTEAL:
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diminishingCurveId = sDB2Manager.GetGlobalCurveId(GlobalCurve::LifestealDiminishing);
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break;
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case CR_HASTE_MELEE:
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case CR_HASTE_RANGED:
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case CR_HASTE_SPELL:
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diminishingCurveId = sDB2Manager.GetGlobalCurveId(GlobalCurve::HasteDiminishing);
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break;
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case CR_AVOIDANCE:
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diminishingCurveId = sDB2Manager.GetGlobalCurveId(GlobalCurve::AvoidanceDiminishing);
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break;
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case CR_MASTERY:
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diminishingCurveId = sDB2Manager.GetGlobalCurveId(GlobalCurve::MasteryDiminishing);
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break;
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case CR_VERSATILITY_DAMAGE_DONE:
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case CR_VERSATILITY_HEALING_DONE:
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diminishingCurveId = sDB2Manager.GetGlobalCurveId(GlobalCurve::VersatilityDoneDiminishing);
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break;
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case CR_VERSATILITY_DAMAGE_TAKEN:
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diminishingCurveId = sDB2Manager.GetGlobalCurveId(GlobalCurve::VersatilityTakenDiminishing);
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break;
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default:
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break;
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}
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if (diminishingCurveId)
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return sDB2Manager.GetCurveValueAt(diminishingCurveId, bonusValue);
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return bonusValue;
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}
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float Player::GetExpertiseDodgeOrParryReduction(WeaponAttackType attType) const
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{
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float baseExpertise = 7.5f;
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@@ -5064,8 +5011,8 @@ void Player::UpdateRating(CombatRating cr)
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{
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// explicit affected values
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float const multiplier = GetRatingMultiplier(cr);
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float const oldVal = ApplyRatingDiminishing(cr, oldRating * multiplier);
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float const newVal = ApplyRatingDiminishing(cr, amount * multiplier);
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float const oldVal = oldRating * multiplier;
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float const newVal = amount * multiplier;
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switch (cr)
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{
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case CR_HASTE_MELEE:
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@@ -2039,7 +2039,6 @@ class TC_GAME_API Player final : public Unit, public GridObject<Player>
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void GetDodgeFromAgility(float &diminishing, float &nondiminishing) const;
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float GetRatingMultiplier(CombatRating cr) const;
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float GetRatingBonusValue(CombatRating cr) const;
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float ApplyRatingDiminishing(CombatRating cr, float bonusValue) const;
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/// Returns base spellpower bonus from spellpower stat on items, without spellpower from intellect stat
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uint32 GetBaseSpellPowerBonus() const { return m_baseSpellPower; }
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