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
This commit is contained in:
Ovahlord
2024-08-06 11:51:19 +02:00
parent bfa06abe77
commit c574ba80f6

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@@ -126,7 +126,7 @@ void Unit::UpdatePowerRegen(Powers powerType)
baseRegen += powerRegenMod;
// SpiritRegen = Spirit * GTRegenMpPerSpt * Sqrt(INT) * 5
float spiritRegen = GetStat(STAT_SPIRIT) * GetGameTableColumnForClass(sRegenMpPerSptTable.GetRow(GetLevel()), GetClass()) * 5.0f;
float spiritRegen = GetStat(STAT_SPIRIT) * GetGameTableColumnForClass(sRegenMpPerSptTable.GetRow(GetLevel()), GetClass());
if (GetStat(STAT_INTELLECT) > 0.0f)
spiritRegen *= std::sqrt(GetStat(STAT_INTELLECT));