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Core/Units: removed an incorrect multiplier that causing too high spirit regeneration
*low level spirit regeneration is increased by a hidden internal factor which slowly diminishes
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@@ -126,7 +126,7 @@ void Unit::UpdatePowerRegen(Powers powerType)
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baseRegen += powerRegenMod;
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// SpiritRegen = Spirit * GTRegenMpPerSpt * Sqrt(INT) * 5
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float spiritRegen = GetStat(STAT_SPIRIT) * GetGameTableColumnForClass(sRegenMpPerSptTable.GetRow(GetLevel()), GetClass()) * 5.0f;
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float spiritRegen = GetStat(STAT_SPIRIT) * GetGameTableColumnForClass(sRegenMpPerSptTable.GetRow(GetLevel()), GetClass());
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if (GetStat(STAT_INTELLECT) > 0.0f)
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spiritRegen *= std::sqrt(GetStat(STAT_INTELLECT));
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