From c574ba80f68cea2d0f68d260afed57b901a9867c Mon Sep 17 00:00:00 2001 From: Ovahlord Date: Tue, 6 Aug 2024 11:51:19 +0200 Subject: 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 --- src/server/game/Entities/Unit/StatSystem.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'src') diff --git a/src/server/game/Entities/Unit/StatSystem.cpp b/src/server/game/Entities/Unit/StatSystem.cpp index 92f7db859b0..62247bfa98b 100644 --- a/src/server/game/Entities/Unit/StatSystem.cpp +++ b/src/server/game/Entities/Unit/StatSystem.cpp @@ -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)); -- cgit v1.2.3