diff options
author | Metalaka <Metalaka@users.noreply.github.com> | 2021-02-19 18:13:10 +0100 |
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committer | GitHub <noreply@github.com> | 2021-02-19 18:13:10 +0100 |
commit | c3165dce316d4dc3ecb49e4227ff6789bdbf14f6 (patch) | |
tree | 21227bcc5874ce120113e8247a733d754e3e5262 /src | |
parent | fc56410b6e0d4cc1e9fc01d9f7678990e09d5d2b (diff) |
Core/Unit: Improve Glancing Blow calculation (#26100)
* Core/Unit: Improve Glancing Blow calculation
* Fix minimum reduction of Glancing Blow
* Fix comment
* Fix glancing minimum damage reduction
Diffstat (limited to 'src')
-rw-r--r-- | src/server/game/Entities/Unit/Unit.cpp | 8 |
1 files changed, 5 insertions, 3 deletions
diff --git a/src/server/game/Entities/Unit/Unit.cpp b/src/server/game/Entities/Unit/Unit.cpp index b2fa0d64bf1..0149cfea607 100644 --- a/src/server/game/Entities/Unit/Unit.cpp +++ b/src/server/game/Entities/Unit/Unit.cpp @@ -1316,13 +1316,15 @@ void Unit::CalculateMeleeDamage(Unit* victim, CalcDamageInfo* damageInfo, Weapon damageInfo->HitInfo |= HITINFO_GLANCING; damageInfo->TargetState = VICTIMSTATE_HIT; int32 leveldif = int32(victim->GetLevel()) - int32(GetLevel()); + if (leveldif == 0) + leveldif = 1; if (leveldif > 3) leveldif = 3; // against boss-level targets - 24% chance of 25% average damage reduction (damage reduction range : 20-30%) // against level 82 elites - 18% chance of 15% average damage reduction (damage reduction range : 10-20%) int32 const reductionMax = leveldif * 10; - int32 const reductionMin = reductionMax - 10; + int32 const reductionMin = std::max(1, reductionMax - 10); float reducePercent = 1.f - irand(reductionMin, reductionMax) / 100.0f; for (uint8 i = 0; i < MAX_ITEM_PROTO_DAMAGES; ++i) @@ -2169,10 +2171,10 @@ MeleeHitOutcome Unit::RollMeleeOutcomeAgainst(Unit const* victim, WeaponAttackTy } // 4. GLANCING - // Max 40% chance to score a glancing blow against mobs that are higher level (can do only players and pets and not with ranged weapon) + // Max 40% chance to score a glancing blow against mobs that are same or higher level (can do only players and pets and not with ranged weapon) if ((GetTypeId() == TYPEID_PLAYER || IsPet()) && victim->GetTypeId() != TYPEID_PLAYER && !victim->IsPet() && - GetLevel() < victim->GetLevelForTarget(this)) + GetLevel() <= victim->GetLevelForTarget(this)) { // cap possible value (with bonuses > max skill) int32 skill = attackerWeaponSkill; |