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authormanstfu <33990720+manstfu@users.noreply.github.com>2024-11-13 21:53:03 +0100
committerGitHub <noreply@github.com>2024-11-13 21:53:03 +0100
commit21c5575d1ab5ccf881881d3281cca57086354b08 (patch)
tree7b0d5e536c8d96e083876a75fa9389aad76be99b /src
parent288e97d4a2aadcb77decd17a91d9f4133383f59c (diff)
fix(Core/Player): Nerfing Heirloom Weapons Damage (#20357)
Fixing heirloom damage Co-authored-by: ariel- <ariel-@users.noreply.github.com>
Diffstat (limited to 'src')
-rw-r--r--src/server/game/Entities/Player/Player.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/server/game/Entities/Player/Player.cpp b/src/server/game/Entities/Player/Player.cpp
index d757f1a134..eca6924736 100644
--- a/src/server/game/Entities/Player/Player.cpp
+++ b/src/server/game/Entities/Player/Player.cpp
@@ -6921,7 +6921,7 @@ void Player::_ApplyWeaponDamage(uint8 slot, ItemTemplate const* proto, ScalingSt
float maxDamage = proto->Damage[i].DamageMax;
// If set dpsMod in ScalingStatValue use it for min (70% from average), max (130% from average) damage
- if (ssv)
+ if (ssv && i == 0) // scaling stats only for first damage
{
int32 extraDPS = ssv->getDPSMod(ScalingStatValue);
if (extraDPS)