void Pet::UpdateDamagePhysical(WeaponAttackType attType) { UnitMods unitMod; if (attType == BASE_ATTACK) unitMod = UNIT_MOD_DAMAGE_MAINHAND; else if (attType == RANGED_ATTACK) unitMod = UNIT_MOD_DAMAGE_RANGED; else return; float att_speed = float(GetAttackTime(attType))/1000.0f; float base_value = GetModifierValue(unitMod, BASE_VALUE) + GetTotalAttackPowerValue(attType)/ 14.0f * att_speed; float base_pct = GetModifierValue(unitMod, BASE_PCT); float total_value = GetModifierValue(unitMod, TOTAL_VALUE); float total_pct = GetModifierValue(unitMod, TOTAL_PCT); float weapon_mindamage = GetWeaponDamageRange(attType, MINDAMAGE); float weapon_maxdamage = GetWeaponDamageRange(attType, MAXDAMAGE); float mindamage = ((base_value + weapon_mindamage) * base_pct + total_value) * total_pct; float maxdamage = ((base_value + weapon_maxdamage) * base_pct + total_value) * total_pct; if (attType == BASE_ATTACK) { SetStatFloatValue(UNIT_FIELD_MINDAMAGE, mindamage); SetStatFloatValue(UNIT_FIELD_MAXDAMAGE, maxdamage); } else if (attType == RANGED_ATTACK) { SetStatFloatValue(UNIT_FIELD_MINRANGEDDAMAGE, mindamage); SetStatFloatValue(UNIT_FIELD_MAXRANGEDDAMAGE, maxdamage); } }
void Creature::UpdateDamagePhysical(WeaponAttackType attType) { if(attType > BASE_ATTACK) return; UnitMods unitMod = UNIT_MOD_DAMAGE_MAINHAND; float att_speed = float(GetAttackTime(BASE_ATTACK))/1000.0f; float base_value = GetModifierValue(unitMod, BASE_VALUE) + GetTotalAttackPowerValue(attType)/ 14.0f * att_speed; float base_pct = GetModifierValue(unitMod, BASE_PCT); float total_value = GetModifierValue(unitMod, TOTAL_VALUE); float total_pct = GetModifierValue(unitMod, TOTAL_PCT); float weapon_mindamage = GetWeaponDamageRange(BASE_ATTACK, MINDAMAGE); float weapon_maxdamage = GetWeaponDamageRange(BASE_ATTACK, MAXDAMAGE); int32 ModSpeed = GetTotalAuraModifier(SPELL_AURA_MOD_ATTACKSPEED); base_pct = base_pct * 100.0f/(100.0f+float(ModSpeed)); float mindamage = ((base_value + weapon_mindamage) * base_pct + total_value) * total_pct ; float maxdamage = ((base_value + weapon_maxdamage) * base_pct + total_value) * total_pct ; SetStatFloatValue(UNIT_FIELD_MINDAMAGE, mindamage); SetStatFloatValue(UNIT_FIELD_MAXDAMAGE, maxdamage); }
void Player::CalculateMinMaxDamage(WeaponAttackType attType, bool normalized, float& min_damage, float& max_damage) { UnitMods unitMod; UnitMods attPower; switch (attType) { case BASE_ATTACK: default: unitMod = UNIT_MOD_DAMAGE_MAINHAND; attPower = UNIT_MOD_ATTACK_POWER; break; case OFF_ATTACK: unitMod = UNIT_MOD_DAMAGE_OFFHAND; attPower = UNIT_MOD_ATTACK_POWER; break; case RANGED_ATTACK: unitMod = UNIT_MOD_DAMAGE_RANGED; attPower = UNIT_MOD_ATTACK_POWER_RANGED; break; } float att_speed = GetAPMultiplier(attType,normalized); float base_value = GetModifierValue(unitMod, BASE_VALUE) + GetTotalAttackPowerValue(attType)/ 14.0f * att_speed; float base_pct = GetModifierValue(unitMod, BASE_PCT); float total_value = GetModifierValue(unitMod, TOTAL_VALUE); float total_pct = GetModifierValue(unitMod, TOTAL_PCT); float weapon_mindamage = GetWeaponDamageRange(attType, MINDAMAGE); float weapon_maxdamage = GetWeaponDamageRange(attType, MAXDAMAGE); if (IsInFeralForm()) //check if player is druid and in cat or bear forms { uint32 lvl = getLevel(); if (lvl > 60) lvl = 60; weapon_mindamage = lvl*0.85f*att_speed; weapon_maxdamage = lvl*1.25f*att_speed; } else if (!IsUseEquippedWeapon(attType == BASE_ATTACK)) //check if player not in form but still can't use weapon (broken/etc) { weapon_mindamage = BASE_MINDAMAGE; weapon_maxdamage = BASE_MAXDAMAGE; } else if (attType == RANGED_ATTACK) //add ammo DPS to ranged damage { weapon_mindamage += GetAmmoDPS() * att_speed; weapon_maxdamage += GetAmmoDPS() * att_speed; } if (attType == BASE_ATTACK) { int32 speed_mod = GetTotalAuraModifier(SPELL_AURA_MOD_ATTACKSPEED); base_pct *= 100.0f/(100.0f+float(speed_mod/2)); } min_damage = ((base_value + weapon_mindamage) * base_pct + total_value) * total_pct; max_damage = ((base_value + weapon_maxdamage) * base_pct + total_value) * total_pct; }
void Player::CalculateMinMaxDamage(WeaponAttackType attType, bool normalized, bool addTotalPct, float& min_damage, float& max_damage) { UnitMods unitMod; switch (attType) { case BASE_ATTACK: default: unitMod = UNIT_MOD_DAMAGE_MAINHAND; break; case OFF_ATTACK: unitMod = UNIT_MOD_DAMAGE_OFFHAND; break; case RANGED_ATTACK: unitMod = UNIT_MOD_DAMAGE_RANGED; break; } float att_speed = GetAPMultiplier(attType, normalized); float base_value = GetModifierValue(unitMod, BASE_VALUE) + GetTotalAttackPowerValue(attType)/ 14.0f * att_speed; float base_pct = GetModifierValue(unitMod, BASE_PCT); float total_value = GetModifierValue(unitMod, TOTAL_VALUE); float total_pct = addTotalPct ? GetModifierValue(unitMod, TOTAL_PCT) : 1.0f; float weapon_mindamage = GetWeaponDamageRange(attType, MINDAMAGE); float weapon_maxdamage = GetWeaponDamageRange(attType, MAXDAMAGE); if (IsInFeralForm()) //check if player is druid and in cat or bear forms { uint8 lvl = getLevel(); if (lvl > 60) lvl = 60; weapon_mindamage = lvl*0.85f*att_speed; weapon_maxdamage = lvl*1.25f*att_speed; } else if (!CanUseAttackType(attType)) //check if player not in form but still can't use (disarm case) { //cannot use ranged/off attack, set values to 0 if (attType != BASE_ATTACK) { min_damage = 0; max_damage = 0; return; } weapon_mindamage = BASE_MINDAMAGE; weapon_maxdamage = BASE_MAXDAMAGE; } /* TODO: Is this still needed after ammo has been removed? else if (attType == RANGED_ATTACK) //add ammo DPS to ranged damage { weapon_mindamage += ammo * att_speed; weapon_maxdamage += ammo * att_speed; }*/ min_damage = ((base_value + weapon_mindamage) * base_pct + total_value) * total_pct; max_damage = ((base_value + weapon_maxdamage) * base_pct + total_value) * total_pct; }
void Creature::UpdateDamagePhysical(WeaponAttackType attType) { UnitMods unitMod; switch (attType) { case BASE_ATTACK: unitMod = UNIT_MOD_DAMAGE_MAINHAND; break; case OFF_ATTACK: unitMod = UNIT_MOD_DAMAGE_OFFHAND; break; case RANGED_ATTACK: unitMod = UNIT_MOD_DAMAGE_RANGED; break; default: return; } /* difference in AP between current attack power and base value from DB */ float att_pwr_change = GetTotalAttackPowerValue(attType) - GetCreatureInfo()->attackpower; float base_value = GetModifierValue(unitMod, BASE_VALUE) + (att_pwr_change * GetAPMultiplier(attType, false) / 14.0f); float base_pct = GetModifierValue(unitMod, BASE_PCT); float total_value = GetModifierValue(unitMod, TOTAL_VALUE); float total_pct = GetModifierValue(unitMod, TOTAL_PCT); float dmg_multiplier = GetCreatureInfo()->dmg_multiplier; float weapon_mindamage; float weapon_maxdamage; if (CanUseEquippedWeapon(attType)) // check disarm case { weapon_mindamage = GetWeaponDamageRange(attType, MINDAMAGE); weapon_maxdamage = GetWeaponDamageRange(attType, MAXDAMAGE); } else { weapon_mindamage = 0; weapon_maxdamage = 0; } float mindamage = ((base_value + weapon_mindamage) * dmg_multiplier * base_pct + total_value) * total_pct; float maxdamage = ((base_value + weapon_maxdamage) * dmg_multiplier * base_pct + total_value) * total_pct; switch (attType) { case BASE_ATTACK: SetStatFloatValue(UNIT_FIELD_MINDAMAGE, mindamage); SetStatFloatValue(UNIT_FIELD_MAXDAMAGE, maxdamage); break; case OFF_ATTACK: SetStatFloatValue(UNIT_FIELD_MINOFFHANDDAMAGE, mindamage); SetStatFloatValue(UNIT_FIELD_MAXOFFHANDDAMAGE, maxdamage); break; case RANGED_ATTACK: SetStatFloatValue(UNIT_FIELD_MINRANGEDDAMAGE, mindamage); SetStatFloatValue(UNIT_FIELD_MAXRANGEDDAMAGE, maxdamage); break; } }
void Creature::UpdateDamagePhysical(WeaponAttackType attType) { UnitMods unitMod; switch (attType) { case BASE_ATTACK: default: unitMod = UNIT_MOD_DAMAGE_MAINHAND; break; case OFF_ATTACK: unitMod = UNIT_MOD_DAMAGE_OFFHAND; break; case RANGED_ATTACK: unitMod = UNIT_MOD_DAMAGE_RANGED; break; } //float att_speed = float(GetAttackTime(attType))/1000.0f; float weapon_mindamage = GetWeaponDamageRange(attType, MINDAMAGE); float weapon_maxdamage = GetWeaponDamageRange(attType, MAXDAMAGE); //This formula is not correct //The correct one is (Damage_from_AttackPower + Base_Weapon_Damage) * Multiplier //We do not know the multiplier, so we assume attack power is about 25% damage //float base_value = GetModifierValue(unitMod, BASE_VALUE) + GetTotalAttackPowerValue(attType)/ 14.0f * att_speed; float base_value = GetModifierValue(unitMod, BASE_VALUE) + (weapon_mindamage + weapon_maxdamage) / 6 * GetTotalAttackPowerValue(attType) / (getLevel() * 5); float base_pct = GetModifierValue(unitMod, BASE_PCT); float total_value = GetModifierValue(unitMod, TOTAL_VALUE); float total_pct = GetModifierValue(unitMod, TOTAL_PCT); if (attType == BASE_ATTACK && HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISARMED)) { weapon_mindamage = 0; weapon_maxdamage = 0; } float mindamage = ((base_value + weapon_mindamage) * base_pct + total_value) * total_pct ; float maxdamage = ((base_value + weapon_maxdamage) * base_pct + total_value) * total_pct ; switch (attType) { case BASE_ATTACK: default: SetStatFloatValue(UNIT_FIELD_MINDAMAGE,mindamage); SetStatFloatValue(UNIT_FIELD_MAXDAMAGE,maxdamage); break; case OFF_ATTACK: SetStatFloatValue(UNIT_FIELD_MINOFFHANDDAMAGE,mindamage); SetStatFloatValue(UNIT_FIELD_MAXOFFHANDDAMAGE,maxdamage); break; case RANGED_ATTACK: SetStatFloatValue(UNIT_FIELD_MINRANGEDDAMAGE,mindamage); SetStatFloatValue(UNIT_FIELD_MAXRANGEDDAMAGE,maxdamage); break; } }
void Creature::UpdateDamagePhysical(WeaponAttackType attType) { UnitMods unitMod; switch (attType) { case BASE_ATTACK: default: unitMod = UNIT_MOD_DAMAGE_MAINHAND; break; case OFF_ATTACK: unitMod = UNIT_MOD_DAMAGE_OFFHAND; break; case RANGED_ATTACK: unitMod = UNIT_MOD_DAMAGE_RANGED; break; } //float att_speed = float(GetAttackTime(attType))/1000.0f; float weapon_mindamage = GetWeaponDamageRange(attType, MINDAMAGE); float weapon_maxdamage = GetWeaponDamageRange(attType, MAXDAMAGE); /* difference in AP between current attack power and base value from DB */ // creature's damage in battleground is calculated in Creature::SelectLevel // so don't change it with ap and dmg multipliers float att_pwr_change = GetTotalAttackPowerValue(attType) - GetCreatureTemplate()->attackpower; float base_value = ((GetMap()->IsBattleground()) ? GetModifierValue(unitMod, BASE_VALUE) : (GetModifierValue(unitMod, BASE_VALUE) + (att_pwr_change * GetAPMultiplier(attType, false) / 14.0f))); float base_pct = GetModifierValue(unitMod, BASE_PCT); float total_value = GetModifierValue(unitMod, TOTAL_VALUE); float total_pct = GetModifierValue(unitMod, TOTAL_PCT); float dmg_multiplier = ((GetMap()->IsBattleground()) ? 1.0f : GetCreatureTemplate()->dmg_multiplier); if (!CanUseAttackType(attType)) { weapon_mindamage = 0; weapon_maxdamage = 0; } float mindamage = ((base_value + weapon_mindamage) * dmg_multiplier * base_pct + total_value) * total_pct; float maxdamage = ((base_value + weapon_maxdamage) * dmg_multiplier * base_pct + total_value) * total_pct; switch (attType) { case BASE_ATTACK: default: SetStatFloatValue(UNIT_FIELD_MINDAMAGE, mindamage); SetStatFloatValue(UNIT_FIELD_MAXDAMAGE, maxdamage); break; case OFF_ATTACK: SetStatFloatValue(UNIT_FIELD_MINOFFHANDDAMAGE, mindamage); SetStatFloatValue(UNIT_FIELD_MAXOFFHANDDAMAGE, maxdamage); break; case RANGED_ATTACK: SetStatFloatValue(UNIT_FIELD_MINRANGEDDAMAGE, mindamage); SetStatFloatValue(UNIT_FIELD_MAXRANGEDDAMAGE, maxdamage); break; } }
void Guardian::UpdateDamagePhysical(WeaponAttackType attType) { if (attType > BASE_ATTACK) return; float bonusDamage = 0.0f; if (m_owner->GetTypeId() == TYPEID_PLAYER) { //force of nature if (GetEntry() == ENTRY_TREANT) { int32 spellDmg = int32(m_owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS + SPELL_SCHOOL_NATURE)) + m_owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG + SPELL_SCHOOL_NATURE); if (spellDmg > 0) bonusDamage = spellDmg * 0.09f; } //greater fire elemental else if (GetEntry() == ENTRY_FIRE_ELEMENTAL) { int32 spellDmg = int32(m_owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS + SPELL_SCHOOL_FIRE)) + m_owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG + SPELL_SCHOOL_FIRE); if (spellDmg > 0) bonusDamage = spellDmg * 0.4f; } } UnitMods unitMod = UNIT_MOD_DAMAGE_MAINHAND; float att_speed = float(GetAttackTime(BASE_ATTACK))/1000.0f; float base_value = GetModifierValue(unitMod, BASE_VALUE) + GetTotalAttackPowerValue(attType)/ 14.0f * att_speed + bonusDamage; float base_pct = GetModifierValue(unitMod, BASE_PCT); float total_value = GetModifierValue(unitMod, TOTAL_VALUE); float total_pct = GetModifierValue(unitMod, TOTAL_PCT); float weapon_mindamage = GetWeaponDamageRange(BASE_ATTACK, MINDAMAGE); float weapon_maxdamage = GetWeaponDamageRange(BASE_ATTACK, MAXDAMAGE); float mindamage = ((base_value + weapon_mindamage) * base_pct + total_value) * total_pct; float maxdamage = ((base_value + weapon_maxdamage) * base_pct + total_value) * total_pct; /// @todo: remove this Unit::AuraEffectList const& mDummy = GetAuraEffectsByType(SPELL_AURA_MOD_ATTACKSPEED); for (Unit::AuraEffectList::const_iterator itr = mDummy.begin(); itr != mDummy.end(); ++itr) { switch ((*itr)->GetSpellInfo()->Id) { case 61682: case 61683: AddPct(mindamage, -(*itr)->GetAmount()); AddPct(maxdamage, -(*itr)->GetAmount()); break; default: break; } } SetStatFloatValue(UNIT_FIELD_MINDAMAGE, mindamage); SetStatFloatValue(UNIT_FIELD_MAXDAMAGE, maxdamage); }
void Creature::UpdateDamagePhysical(WeaponAttackType attType) { UnitMods unitMod; switch (attType) { case BASE_ATTACK: default: unitMod = UNIT_MOD_DAMAGE_MAINHAND; break; case OFF_ATTACK: unitMod = UNIT_MOD_DAMAGE_OFFHAND; break; case RANGED_ATTACK: unitMod = UNIT_MOD_DAMAGE_RANGED; break; } //float att_speed = float(GetAttackTime(attType))/1000.0f; float weapon_mindamage = GetWeaponDamageRange(attType, MINDAMAGE); float weapon_maxdamage = GetWeaponDamageRange(attType, MAXDAMAGE); /* difference in AP between current attack power and base value from DB */ float att_pwr_change = GetTotalAttackPowerValue(attType) - GetCreatureTemplate()->attackpower; float base_value = GetModifierValue(unitMod, BASE_VALUE) + (att_pwr_change * GetAPMultiplier(attType, false) / 14.0f); float base_pct = GetModifierValue(unitMod, BASE_PCT); float total_value = GetModifierValue(unitMod, TOTAL_VALUE); float total_pct = GetModifierValue(unitMod, TOTAL_PCT); float dmg_multiplier = GetCreatureTemplate()->dmg_multiplier; if (!CanUseAttackType(attType)) { weapon_mindamage = 0; weapon_maxdamage = 0; } float mindamage = ((base_value + weapon_mindamage) * dmg_multiplier * base_pct + total_value) * total_pct; float maxdamage = ((base_value + weapon_maxdamage) * dmg_multiplier * base_pct + total_value) * total_pct; switch (attType) { case BASE_ATTACK: default: SetStatFloatValue(UNIT_FIELD_MIN_DAMAGE, mindamage); SetStatFloatValue(UNIT_FIELD_MAX_DAMAGE, maxdamage); break; case OFF_ATTACK: SetStatFloatValue(UNIT_FIELD_MIN_OFF_HAND_DAMAGE, mindamage); SetStatFloatValue(UNIT_FIELD_MAX_OFF_HAND_DAMAGE, maxdamage); break; case RANGED_ATTACK: SetStatFloatValue(UNIT_FIELD_MIN_RANGED_DAMAGE, mindamage); SetStatFloatValue(UNIT_FIELD_MAX_RANGED_DAMAGE, maxdamage); break; } }
void Creature::CalculateMinMaxDamage(WeaponAttackType attType, bool normalized, bool addTotalPct, float& minDamage, float& maxDamage) { UnitMods unitMod; switch (attType) { case BASE_ATTACK: default: unitMod = UNIT_MOD_DAMAGE_MAINHAND; break; case OFF_ATTACK: unitMod = UNIT_MOD_DAMAGE_OFFHAND; break; case RANGED_ATTACK: unitMod = UNIT_MOD_DAMAGE_RANGED; break; } if (attType == OFF_ATTACK && !haveOffhandWeapon()) { minDamage = 0.0f; maxDamage = 0.0f; return; } float weaponMinDamage = GetWeaponDamageRange(attType, MINDAMAGE); float weaponMaxDamage = GetWeaponDamageRange(attType, MAXDAMAGE); if (!CanUseAttackType(attType)) // disarm case { weaponMinDamage = 0.0f; weaponMaxDamage = 0.0f; } // pussywizard: subtract value from database till its fixed (the way it worked before creature_levelstats damage implementation) float attackPower = GetTotalAttackPowerValue(attType) - (attType == RANGED_ATTACK ? GetCreatureTemplate()->rangedattackpower : GetCreatureTemplate()->attackpower); float baseValue = GetModifierValue(unitMod, BASE_VALUE) + (attackPower * GetAPMultiplier(attType, normalized) / 14.0f); float basePct = GetModifierValue(unitMod, BASE_PCT); float totalValue = GetModifierValue(unitMod, TOTAL_VALUE); float totalPct = addTotalPct ? GetModifierValue(unitMod, TOTAL_PCT) : 1.0f; float dmgMultiplier = GetCreatureTemplate()->dmg_multiplier; // = dmg_multiplier * _GetDamageMod(rank); minDamage = ((weaponMinDamage + baseValue) * dmgMultiplier * basePct + totalValue) * totalPct; maxDamage = ((weaponMaxDamage + baseValue) * dmgMultiplier * basePct + totalValue) * totalPct; // pussywizard: crashfix (casting negative to uint => min > max => assertion in urand) if (minDamage < 0.0f || minDamage > 1000000000.0f) minDamage = 0.0f; if (maxDamage < 0.0f || maxDamage > 1000000000.0f) maxDamage = 0.0f; if (minDamage > maxDamage) minDamage = maxDamage; }
void Guardian::UpdateDamagePhysical(WeaponAttackType attType) { if (attType > BASE_ATTACK) return; UnitMods unitMod = UNIT_MOD_DAMAGE_MAINHAND; float att_speed = float(GetAttackTime(BASE_ATTACK))/1000.0f; float base_value = GetModifierValue(unitMod, BASE_VALUE) + GetTotalAttackPowerValue(attType)/ 14.0f * att_speed; float base_pct = GetModifierValue(unitMod, BASE_PCT); float total_value = GetModifierValue(unitMod, TOTAL_VALUE); float total_pct = GetModifierValue(unitMod, TOTAL_PCT); float weapon_mindamage = GetWeaponDamageRange(BASE_ATTACK, MINDAMAGE); float weapon_maxdamage = GetWeaponDamageRange(BASE_ATTACK, MAXDAMAGE); float mindamage = ((base_value + weapon_mindamage) * base_pct + total_value) * total_pct; float maxdamage = ((base_value + weapon_maxdamage) * base_pct + total_value) * total_pct; if (mindamage < 0.0f || mindamage > 10000000.0f) mindamage = BASE_MINDAMAGE; if (maxdamage < 0.0f || maxdamage > 10000000.0f) maxdamage = BASE_MAXDAMAGE; if (mindamage > maxdamage) mindamage = maxdamage; // Pet's base damage changes depending on happiness if (IsHunterPet() && attType == BASE_ATTACK) { switch (ToPet()->GetHappinessState()) { case HAPPY: // 125% of normal damage mindamage = mindamage * 1.25f; maxdamage = maxdamage * 1.25f; break; case CONTENT: // 100% of normal damage, nothing to modify break; case UNHAPPY: // 75% of normal damage mindamage = mindamage * 0.75f; maxdamage = maxdamage * 0.75f; break; } } SetStatFloatValue(UNIT_FIELD_MINDAMAGE, mindamage); SetStatFloatValue(UNIT_FIELD_MAXDAMAGE, maxdamage); }
void Guardian::UpdateDamagePhysical(WeaponAttackType attType) { if (attType > BASE_ATTACK) return; float bonusDamage = 0.0f; if (m_owner->GetTypeId() == TYPEID_PLAYER) { switch (GetEntry()) { //force of nature case ENTRY_TREANT: { int32 spellDmg = int32(m_owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS + SPELL_SCHOOL_NATURE)) - m_owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG + SPELL_SCHOOL_NATURE); if (spellDmg > 0) bonusDamage = spellDmg * 0.09f; break; } //greater fire elemental case ENTRY_FIRE_ELEMENTAL: { int32 spellDmg = int32(m_owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS + SPELL_SCHOOL_FIRE)) - m_owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG + SPELL_SCHOOL_FIRE); if (spellDmg > 0) bonusDamage = spellDmg * 0.4f; break; } default : break; } } UnitMods unitMod = UNIT_MOD_DAMAGE_MAINHAND; float att_speed = float(GetAttackTime(BASE_ATTACK))/1000.0f; float base_value = GetModifierValue(unitMod, BASE_VALUE) + GetTotalAttackPowerValue(attType)/ 14.0f * att_speed + bonusDamage; float base_pct = GetModifierValue(unitMod, BASE_PCT); float total_value = GetModifierValue(unitMod, TOTAL_VALUE); float total_pct = GetModifierValue(unitMod, TOTAL_PCT); float weapon_mindamage = GetWeaponDamageRange(BASE_ATTACK, MINDAMAGE); float weapon_maxdamage = GetWeaponDamageRange(BASE_ATTACK, MAXDAMAGE); float mindamage = ((base_value + weapon_mindamage) * base_pct + total_value) * total_pct; float maxdamage = ((base_value + weapon_maxdamage) * base_pct + total_value) * total_pct; SetStatFloatValue(UNIT_FIELD_MINDAMAGE, mindamage); SetStatFloatValue(UNIT_FIELD_MAXDAMAGE, maxdamage); }
void Player::CalculateMinMaxDamage(WeaponAttackType attType, bool normalized, bool addTotalPct, float& minDamage, float& maxDamage) { UnitMods unitMod; switch (attType) { case BASE_ATTACK: default: unitMod = UNIT_MOD_DAMAGE_MAINHAND; break; case OFF_ATTACK: unitMod = UNIT_MOD_DAMAGE_OFFHAND; break; case RANGED_ATTACK: unitMod = UNIT_MOD_DAMAGE_RANGED; break; } float attackPowerMod = std::max(GetAPMultiplier(attType, normalized), 0.25f); float baseValue = GetModifierValue(unitMod, BASE_VALUE) + GetTotalAttackPowerValue(attType) / 3.5f * attackPowerMod; float basePct = GetModifierValue(unitMod, BASE_PCT); float totalValue = GetModifierValue(unitMod, TOTAL_VALUE); float totalPct = addTotalPct ? GetModifierValue(unitMod, TOTAL_PCT) : 1.0f; float weaponMinDamage = GetWeaponDamageRange(attType, MINDAMAGE); float weaponMaxDamage = GetWeaponDamageRange(attType, MAXDAMAGE); SpellShapeshiftFormEntry const* shapeshift = sSpellShapeshiftFormStore.LookupEntry(GetShapeshiftForm()); if (shapeshift && shapeshift->CombatRoundTime) { weaponMinDamage = weaponMinDamage * shapeshift->CombatRoundTime / 1000.0f / attackPowerMod; weaponMaxDamage = weaponMaxDamage * shapeshift->CombatRoundTime / 1000.0f / attackPowerMod; } else if (!CanUseAttackType(attType)) // check if player not in form but still can't use (disarm case) { // cannot use ranged/off attack, set values to 0 if (attType != BASE_ATTACK) { minDamage = 0; maxDamage = 0; return; } weaponMinDamage = BASE_MINDAMAGE; weaponMaxDamage = BASE_MAXDAMAGE; } minDamage = ((weaponMinDamage + baseValue) * basePct + totalValue) * totalPct; maxDamage = ((weaponMaxDamage + baseValue) * basePct + totalValue) * totalPct; }
void Pet::UpdateDamagePhysical(WeaponAttackType attType) { if (attType > BASE_ATTACK) return; UnitMods unitMod = UNIT_MOD_DAMAGE_MAINHAND; float att_speed = float(GetAttackTime(BASE_ATTACK))/1000.0f; float base_value = GetModifierValue(unitMod, BASE_VALUE) + GetTotalAttackPowerValue(attType)/ 14.0f * att_speed; float base_pct = GetModifierValue(unitMod, BASE_PCT); float total_value = GetModifierValue(unitMod, TOTAL_VALUE); float total_pct = GetModifierValue(unitMod, TOTAL_PCT); float weapon_mindamage = GetWeaponDamageRange(BASE_ATTACK, MINDAMAGE); float weapon_maxdamage = GetWeaponDamageRange(BASE_ATTACK, MAXDAMAGE); // Pet's base damage changes depending on happiness if (getPetType() == HUNTER_PET && attType == BASE_ATTACK) { switch(GetHappinessState()) { case HAPPY: // 125% of normal damage total_pct *= 1.25f; break; case CONTENT: // 100% of normal damage, nothing to modify break; case UNHAPPY: // 75% of normal damage total_pct *= 0.75f; break; } } else if (getPetType() == SUMMON_PET) { Unit* owner = GetOwner(); if (owner && owner->getClass() == CLASS_PRIEST) total_value += 0.3f * owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS + SPELL_SCHOOL_SHADOW); } float mindamage = ((base_value + weapon_mindamage) * base_pct + total_value) * total_pct; float maxdamage = ((base_value + weapon_maxdamage) * base_pct + total_value) * total_pct; SetStatFloatValue(UNIT_FIELD_MINDAMAGE, mindamage); SetStatFloatValue(UNIT_FIELD_MAXDAMAGE, maxdamage); }
void Creature::CalculateMinMaxDamage(WeaponAttackType attType, bool normalized, bool addTotalPct, float& minDamage, float& maxDamage) { float variance = 1.0f; UnitMods unitMod; switch (attType) { case BASE_ATTACK: default: variance = GetCreatureTemplate()->BaseVariance; unitMod = UNIT_MOD_DAMAGE_MAINHAND; break; case OFF_ATTACK: variance = GetCreatureTemplate()->BaseVariance; unitMod = UNIT_MOD_DAMAGE_OFFHAND; break; case RANGED_ATTACK: variance = GetCreatureTemplate()->RangeVariance; unitMod = UNIT_MOD_DAMAGE_RANGED; break; } if (attType == OFF_ATTACK && !haveOffhandWeapon()) { minDamage = 0.0f; maxDamage = 0.0f; return; } float weaponMinDamage = GetWeaponDamageRange(attType, MINDAMAGE); float weaponMaxDamage = GetWeaponDamageRange(attType, MAXDAMAGE); if (!CanUseAttackType(attType)) // disarm case { weaponMinDamage = 0.0f; weaponMaxDamage = 0.0f; } float attackPower = GetTotalAttackPowerValue(attType); float attackSpeedMulti = GetAPMultiplier(attType, normalized); float baseValue = GetModifierValue(unitMod, BASE_VALUE) + (attackPower / 14.0f) * variance; float basePct = GetModifierValue(unitMod, BASE_PCT) * attackSpeedMulti; float totalValue = GetModifierValue(unitMod, TOTAL_VALUE); float totalPct = addTotalPct ? GetModifierValue(unitMod, TOTAL_PCT) : 1.0f; float dmgMultiplier = GetCreatureTemplate()->ModDamage; // = ModDamage * _GetDamageMod(rank); minDamage = ((weaponMinDamage + baseValue) * dmgMultiplier * basePct + totalValue) * totalPct; maxDamage = ((weaponMaxDamage + baseValue) * dmgMultiplier * basePct + totalValue) * totalPct; }
void Pet::UpdateDamagePhysical(WeaponAttackType attType) { if(attType > BASE_ATTACK) return; UnitMods unitMod = UNIT_MOD_DAMAGE_MAINHAND; float att_speed = float(GetAttackTime(BASE_ATTACK))/1000.0f; float base_value = GetModifierValue(unitMod, BASE_VALUE) + GetTotalAttackPowerValue(attType)/ 14.0f * att_speed; float base_pct = GetModifierValue(unitMod, BASE_PCT); float total_value = GetModifierValue(unitMod, TOTAL_VALUE); float total_pct = GetModifierValue(unitMod, TOTAL_PCT); float weapon_mindamage = GetWeaponDamageRange(BASE_ATTACK, MINDAMAGE); float weapon_maxdamage = GetWeaponDamageRange(BASE_ATTACK, MAXDAMAGE); int32 ModSpeed = GetTotalAuraModifier(SPELL_AURA_MOD_ATTACKSPEED); base_pct = base_pct * 100.0f/(100.0f+float(ModSpeed)); float mindamage = ((base_value + weapon_mindamage) * base_pct + total_value) * total_pct; float maxdamage = ((base_value + weapon_maxdamage) * base_pct + total_value) * total_pct; // Pet's base damage changes depending on happiness if (getPetType() == HUNTER_PET && attType == BASE_ATTACK) { switch(GetHappinessState()) { case HAPPY: // 125% of normal damage mindamage = mindamage * 1.25; maxdamage = maxdamage * 1.25; break; case CONTENT: // 100% of normal damage, nothing to modify break; case UNHAPPY: // 75% of normal damage mindamage = mindamage * 0.75; maxdamage = maxdamage * 0.75; break; } } SetStatFloatValue(UNIT_FIELD_MINDAMAGE, mindamage); SetStatFloatValue(UNIT_FIELD_MAXDAMAGE, maxdamage); }
void Creature::UpdateDamagePhysical(WeaponAttackType attType) { if(attType > BASE_ATTACK) return; UnitMods unitMod = UNIT_MOD_DAMAGE_MAINHAND; float base_value = GetModifierValue(unitMod, BASE_VALUE) + GetTotalAttackPowerValue(attType); float base_pct = GetModifierValue(unitMod, BASE_PCT); float total_value = GetModifierValue(unitMod, TOTAL_VALUE); float total_pct = GetModifierValue(unitMod, TOTAL_PCT); float dmg_multiplier = GetCreatureInfo()->dmg_multiplier; float weapon_mindamage = GetWeaponDamageRange(BASE_ATTACK, MINDAMAGE); float weapon_maxdamage = GetWeaponDamageRange(BASE_ATTACK, MAXDAMAGE); float mindamage = ((base_value + weapon_mindamage) * base_pct + total_value) * total_pct * dmg_multiplier; float maxdamage = ((base_value + weapon_maxdamage) * base_pct + total_value) * total_pct * dmg_multiplier; SetStatFloatValue(UNIT_FIELD_MINDAMAGE, mindamage); SetStatFloatValue(UNIT_FIELD_MAXDAMAGE, maxdamage); }
void Creature::UpdateDamagePhysical(WeaponAttackType attType) { if(attType > BASE_ATTACK) return; UnitMods unitMod = UNIT_MOD_DAMAGE_MAINHAND; /* difference in AP between current attack power and base value from DB */ float att_pwr_change = GetTotalAttackPowerValue(attType) - GetCreatureInfo()->attackpower; float base_value = GetModifierValue(unitMod, BASE_VALUE) + (att_pwr_change * GetAPMultiplier(attType, false) / 14.0f); float base_pct = GetModifierValue(unitMod, BASE_PCT); float total_value = GetModifierValue(unitMod, TOTAL_VALUE); float total_pct = GetModifierValue(unitMod, TOTAL_PCT); float dmg_multiplier = GetCreatureInfo()->dmg_multiplier; float weapon_mindamage = GetWeaponDamageRange(BASE_ATTACK, MINDAMAGE); float weapon_maxdamage = GetWeaponDamageRange(BASE_ATTACK, MAXDAMAGE); float mindamage = ((base_value + weapon_mindamage) * dmg_multiplier * base_pct + total_value) * total_pct; float maxdamage = ((base_value + weapon_maxdamage) * dmg_multiplier * base_pct + total_value) * total_pct; SetStatFloatValue(UNIT_FIELD_MINDAMAGE, mindamage); SetStatFloatValue(UNIT_FIELD_MAXDAMAGE, maxdamage); }
void Player::CalculateMinMaxDamage(WeaponAttackType attType, bool normalized, bool addTotalPct, float& min_damage, float& max_damage) { UnitMods unitMod; switch (attType) { case BASE_ATTACK: default: unitMod = UNIT_MOD_DAMAGE_MAINHAND; break; case OFF_ATTACK: unitMod = UNIT_MOD_DAMAGE_OFFHAND; break; case RANGED_ATTACK: unitMod = UNIT_MOD_DAMAGE_RANGED; break; } float att_speed = GetAPMultiplier(attType, normalized); float base_value = GetModifierValue(unitMod, BASE_VALUE) + GetTotalAttackPowerValue(attType) / 14.0f * att_speed; float base_pct = GetModifierValue(unitMod, BASE_PCT); float total_value = GetModifierValue(unitMod, TOTAL_VALUE); float total_pct = addTotalPct ? GetModifierValue(unitMod, TOTAL_PCT) : 1.0f; float weapon_mindamage = GetWeaponDamageRange(attType, MINDAMAGE); float weapon_maxdamage = GetWeaponDamageRange(attType, MAXDAMAGE); if (IsInFeralForm()) //check if player is druid and in cat or bear forms { float weaponSpeed = BASE_ATTACK_TIME / 1000.f; if (Item* weapon = GetWeaponForAttack(BASE_ATTACK, true)) weaponSpeed = weapon->GetTemplate()->Delay / 1000; if (GetShapeshiftForm() == FORM_CAT) { weapon_mindamage = weapon_mindamage / weaponSpeed; weapon_maxdamage = weapon_maxdamage / weaponSpeed; } else if (GetShapeshiftForm() == FORM_BEAR) { weapon_mindamage = weapon_mindamage / weaponSpeed + weapon_mindamage / 2.5; weapon_maxdamage = weapon_mindamage / weaponSpeed + weapon_maxdamage / 2.5; } } else if (!CanUseAttackType(attType)) //check if player not in form but still can't use (disarm case) { //cannot use ranged/off attack, set values to 0 if (attType != BASE_ATTACK) { min_damage = 0; max_damage = 0; return; } weapon_mindamage = BASE_MINDAMAGE; weapon_maxdamage = BASE_MAXDAMAGE; } /* TODO: Is this still needed after ammo has been removed? else if (attType == RANGED_ATTACK) //add ammo DPS to ranged damage { weapon_mindamage += ammo * att_speed; weapon_maxdamage += ammo * att_speed; }*/ min_damage = ((base_value + weapon_mindamage) * base_pct + total_value) * total_pct; max_damage = ((base_value + weapon_maxdamage) * base_pct + total_value) * total_pct; }
void Guardian::UpdateDamagePhysical(WeaponAttackType attType) { if (attType > BASE_ATTACK) return; float bonusDamage = 0.0f; if (Unit* owner = GetOwner()) { //force of nature if (GetEntry() == 1964) { int32 spellDmg = int32(owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS + SPELL_SCHOOL_NATURE)) - owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG + SPELL_SCHOOL_NATURE); if (spellDmg > 0) bonusDamage = spellDmg * 0.09f; } //greater fire elemental else if (GetEntry() == 15438) { if (Unit* shaman = owner->GetOwner()) { int32 spellDmg = int32(shaman->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS + SPELL_SCHOOL_FIRE)) - shaman->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG + SPELL_SCHOOL_FIRE); if (spellDmg > 0) bonusDamage = spellDmg * 0.4f; } } // shadowfiend 65.7% per 10 hits so 6.57 per hit else if (GetEntry() == 19668) { if (Unit* owner = GetOwner()) { int32 spellDmg = int32(owner->SpellBaseDamageBonus(SPELL_SCHOOL_MASK_SHADOW)); if (spellDmg > 0) bonusDamage = spellDmg * 0.0657f; } } } UnitMods unitMod = UNIT_MOD_DAMAGE_MAINHAND; float att_speed = float(GetAttackTime(BASE_ATTACK))/1000.0f; float base_value = GetModifierValue(unitMod, BASE_VALUE) + GetTotalAttackPowerValue(attType)/ 14.0f * att_speed + bonusDamage; float base_pct = GetModifierValue(unitMod, BASE_PCT); float total_value = GetModifierValue(unitMod, TOTAL_VALUE); float total_pct = GetModifierValue(unitMod, TOTAL_PCT); float weapon_mindamage = GetWeaponDamageRange(BASE_ATTACK, MINDAMAGE); float weapon_maxdamage = GetWeaponDamageRange(BASE_ATTACK, MAXDAMAGE); int32 speed_mod = GetTotalAuraModifier(SPELL_AURA_MOD_ATTACKSPEED); base_pct *= 100.0f/(100.0f+float(speed_mod/2)); float mindamage = ((base_value + weapon_mindamage) * base_pct + total_value) * total_pct; float maxdamage = ((base_value + weapon_maxdamage) * base_pct + total_value) * total_pct; // Pet's base damage changes depending on happiness if (isHunterPet() && attType == BASE_ATTACK) { switch (ToPet()->GetHappinessState()) { case HAPPY: // 125% of normal damage mindamage = mindamage * 1.25f; maxdamage = maxdamage * 1.25f; break; case CONTENT: // 100% of normal damage, nothing to modify break; case UNHAPPY: // 75% of normal damage mindamage = mindamage * 0.75f; maxdamage = maxdamage * 0.75f; break; } } SetStatFloatValue(UNIT_FIELD_MINDAMAGE, mindamage); SetStatFloatValue(UNIT_FIELD_MAXDAMAGE, maxdamage); }
void Player::CalculateMinMaxDamage(WeaponAttackType attType, bool normalized, float& min_damage, float& max_damage) { UnitMods unitMod; // UnitMods attPower; switch (attType) { case BASE_ATTACK: default: unitMod = UNIT_MOD_DAMAGE_MAINHAND; //attPower = UNIT_MOD_ATTACK_POWER; break; case OFF_ATTACK: unitMod = UNIT_MOD_DAMAGE_OFFHAND; //attPower = UNIT_MOD_ATTACK_POWER; break; case RANGED_ATTACK: unitMod = UNIT_MOD_DAMAGE_RANGED; //attPower = UNIT_MOD_ATTACK_POWER_RANGED; break; } float att_speed = GetAPMultiplier(attType, normalized); float base_value = GetModifierValue(unitMod, BASE_VALUE) + GetTotalAttackPowerValue(attType) / 14.0f * att_speed; float base_pct = GetModifierValue(unitMod, BASE_PCT); float total_value = GetModifierValue(unitMod, TOTAL_VALUE); float total_pct = GetModifierValue(unitMod, TOTAL_PCT); float weapon_mindamage = GetWeaponDamageRange(attType, MINDAMAGE); float weapon_maxdamage = GetWeaponDamageRange(attType, MAXDAMAGE); if (IsInFeralForm()) // check if player is druid and in cat or bear forms, non main hand attacks not allowed for this mode so not check attack type { uint32 lvl = getLevel(); if (lvl > 60) lvl = 60; weapon_mindamage = lvl * 0.85f * att_speed; weapon_maxdamage = lvl * 1.25f * att_speed; } else if (!CanUseEquippedWeapon(attType)) // check if player not in form but still can't use weapon (disarm case) { // cannot use ranged/off attack, set values to 0 if (attType != BASE_ATTACK) { min_damage = 0; max_damage = 0; return; } weapon_mindamage = BASE_MINDAMAGE; weapon_maxdamage = BASE_MAXDAMAGE; } else if (attType == RANGED_ATTACK) //add ammo DPS to ranged damage { weapon_mindamage += GetAmmoDPS() * att_speed; weapon_maxdamage += GetAmmoDPS() * att_speed; } min_damage = ((base_value + weapon_mindamage) * base_pct + total_value) * total_pct; max_damage = ((base_value + weapon_maxdamage) * base_pct + total_value) * total_pct; }
void Player::CalculateMinMaxDamage(WeaponAttackType attType, bool normalized, float& min_damage, float& max_damage) { UnitMods unitMod; UnitMods attPower; switch (attType) { case BASE_ATTACK: default: unitMod = UNIT_MOD_DAMAGE_MAINHAND; attPower = UNIT_MOD_ATTACK_POWER; break; case OFF_ATTACK: unitMod = UNIT_MOD_DAMAGE_OFFHAND; attPower = UNIT_MOD_ATTACK_POWER; break; case RANGED_ATTACK: unitMod = UNIT_MOD_DAMAGE_RANGED; attPower = UNIT_MOD_ATTACK_POWER_RANGED; break; } float att_speed = GetAPMultiplier(attType, normalized); float base_value = GetModifierValue(unitMod, BASE_VALUE) + GetTotalAttackPowerValue(attType) / 14.0f * att_speed; float base_pct = GetModifierValue(unitMod, BASE_PCT); float total_value = GetModifierValue(unitMod, TOTAL_VALUE); float total_pct = GetModifierValue(unitMod, TOTAL_PCT); float weapon_mindamage = GetWeaponDamageRange(attType, MINDAMAGE); float weapon_maxdamage = GetWeaponDamageRange(attType, MAXDAMAGE); if (IsInFeralForm()) // check if player is druid and in cat or bear forms, non main hand attacks not allowed for this mode so not check attack type { float weaponSpeed = GetAttackTime(attType) / 1000.0f; switch (GetShapeshiftForm()) { case FORM_CAT: weapon_mindamage = weapon_mindamage / weaponSpeed; weapon_maxdamage = weapon_maxdamage / weaponSpeed; break; case FORM_BEAR: weapon_mindamage = weapon_mindamage / weaponSpeed + weapon_mindamage / 2.5f; weapon_maxdamage = weapon_maxdamage / weaponSpeed + weapon_maxdamage / 2.5f; break; } } else if (!CanUseEquippedWeapon(attType)) // check if player not in form but still can't use weapon (broken/etc) { weapon_mindamage = BASE_MINDAMAGE; weapon_maxdamage = BASE_MAXDAMAGE; } else if (attType == RANGED_ATTACK) // add ammo DPS to ranged damage { weapon_mindamage += GetAmmoDPS() * att_speed; weapon_maxdamage += GetAmmoDPS() * att_speed; } min_damage = ((base_value + weapon_mindamage) * base_pct + total_value) * total_pct; max_damage = ((base_value + weapon_maxdamage) * base_pct + total_value) * total_pct; }
void Player::CalculateMinMaxDamage(WeaponAttackType attType, bool normalized, bool addTotalPct, float& minDamage, float& maxDamage) { UnitMods unitMod; switch (attType) { case BASE_ATTACK: default: unitMod = UNIT_MOD_DAMAGE_MAINHAND; break; case OFF_ATTACK: unitMod = UNIT_MOD_DAMAGE_OFFHAND; break; case RANGED_ATTACK: unitMod = UNIT_MOD_DAMAGE_RANGED; break; } float attackSpeedMod = GetAPMultiplier(attType, normalized); float baseValue = GetModifierValue(unitMod, BASE_VALUE) + GetTotalAttackPowerValue(attType) / 14.0f * attackSpeedMod; float basePct = GetModifierValue(unitMod, BASE_PCT); float totalValue = GetModifierValue(unitMod, TOTAL_VALUE); float totalPct = addTotalPct ? GetModifierValue(unitMod, TOTAL_PCT) : 1.0f; float weaponMinDamage = GetWeaponDamageRange(attType, MINDAMAGE); float weaponMaxDamage = GetWeaponDamageRange(attType, MAXDAMAGE); if (IsInFeralForm()) // check if player is druid and in cat or bear forms { uint8 lvl = getLevel(); if (lvl > 60) lvl = 60; weaponMinDamage = lvl * 0.85f * attackSpeedMod; weaponMaxDamage = lvl * 1.25f * attackSpeedMod; } else if (!CanUseAttackType(attType)) // check if player not in form but still can't use (disarm case) { // cannot use ranged/off attack, set values to 0 if (attType != BASE_ATTACK) { minDamage = 0.0f; maxDamage = 0.0f; return; } weaponMinDamage = BASE_MINDAMAGE; weaponMaxDamage = BASE_MAXDAMAGE; } else if (attType == RANGED_ATTACK) // add ammo DPS to ranged damage { weaponMinDamage += GetAmmoDPS() * attackSpeedMod; weaponMaxDamage += GetAmmoDPS() * attackSpeedMod; } minDamage = ((weaponMinDamage + baseValue) * basePct + totalValue) * totalPct; maxDamage = ((weaponMaxDamage + baseValue) * basePct + totalValue) * totalPct; // pussywizard: crashfix (casting negative to uint => min > max => assertion in urand) if (minDamage < 0.0f || minDamage > 1000000000.0f) minDamage = 0.0f; if (maxDamage < 0.0f || maxDamage > 1000000000.0f) maxDamage = 0.0f; if (minDamage > maxDamage) minDamage = maxDamage; }
void Guardian::UpdateDamagePhysical(WeaponAttackType attType) { if (attType > BASE_ATTACK) return; float bonusDamage = 0.0f; if (m_owner->GetTypeId() == TYPEID_PLAYER) { //force of nature if (GetEntry() == ENTRY_TREANT) { int32 spellDmg = int32(m_owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS + SPELL_SCHOOL_NATURE)) - m_owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG + SPELL_SCHOOL_NATURE); if (spellDmg > 0) bonusDamage = spellDmg * 0.09f; } //greater fire elemental else if (GetEntry() == ENTRY_FIRE_ELEMENTAL) { int32 spellDmg = int32(m_owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS + SPELL_SCHOOL_FIRE)) - m_owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG + SPELL_SCHOOL_FIRE); if (spellDmg > 0) bonusDamage = spellDmg * 0.4f; } } UnitMods unitMod = UNIT_MOD_DAMAGE_MAINHAND; float att_speed = float(GetAttackTime(BASE_ATTACK))/1000.0f; float base_value = GetModifierValue(unitMod, BASE_VALUE) + GetTotalAttackPowerValue(attType)/ 14.0f * att_speed + bonusDamage; float base_pct = GetModifierValue(unitMod, BASE_PCT); float total_value = GetModifierValue(unitMod, TOTAL_VALUE); float total_pct = GetModifierValue(unitMod, TOTAL_PCT); float weapon_mindamage = GetWeaponDamageRange(BASE_ATTACK, MINDAMAGE); float weapon_maxdamage = GetWeaponDamageRange(BASE_ATTACK, MAXDAMAGE); float mindamage = ((base_value + weapon_mindamage) * base_pct + total_value) * total_pct; float maxdamage = ((base_value + weapon_maxdamage) * base_pct + total_value) * total_pct; // Pet's base damage changes depending on happiness if (isHunterPet() && attType == BASE_ATTACK) { switch(ToPet()->GetHappinessState()) { case HAPPY: // 125% of normal damage mindamage = mindamage * 1.25f; maxdamage = maxdamage * 1.25f; break; case CONTENT: // 100% of normal damage, nothing to modify break; case UNHAPPY: // 75% of normal damage mindamage = mindamage * 0.75f; maxdamage = maxdamage * 0.75f; break; } } Unit::AuraEffectList const& mDummy = GetAuraEffectsByType(SPELL_AURA_MOD_ATTACKSPEED); for (Unit::AuraEffectList::const_iterator itr = mDummy.begin(); itr != mDummy.end(); ++itr) { switch ((*itr)->GetSpellProto()->Id) { case 61682: case 61683: AddPctN(mindamage, -(*itr)->GetAmount()); AddPctN(maxdamage, -(*itr)->GetAmount()); break; default: break; } } SetStatFloatValue(UNIT_FIELD_MINDAMAGE, mindamage); SetStatFloatValue(UNIT_FIELD_MAXDAMAGE, maxdamage); }
void Player::CalculateMinMaxDamage(WeaponAttackType attType, bool normalized, bool addTotalPct, float& min_damage, float& max_damage) { UnitMods unitMod; switch (attType) { case BASE_ATTACK: default: unitMod = UNIT_MOD_DAMAGE_MAINHAND; break; case OFF_ATTACK: unitMod = UNIT_MOD_DAMAGE_OFFHAND; break; case RANGED_ATTACK: unitMod = UNIT_MOD_DAMAGE_RANGED; break; } float att_speed = GetAPMultiplier(attType, normalized); float base_value = GetModifierValue(unitMod, BASE_VALUE) + GetTotalAttackPowerValue(attType) / 14.0f * att_speed; float base_pct = GetModifierValue(unitMod, BASE_PCT); float total_value = GetModifierValue(unitMod, TOTAL_VALUE); float total_pct = addTotalPct ? GetModifierValue(unitMod, TOTAL_PCT) : 1.0f; float weapon_mindamage = GetWeaponDamageRange(attType, MINDAMAGE); float weapon_maxdamage = GetWeaponDamageRange(attType, MAXDAMAGE); if (IsInFeralForm()) //check if player is druid and in cat or bear forms { float weaponSpeed = BASE_ATTACK_TIME / 1000.f; // Maybe fix that in GetWeaponForAttack ? if (Item* weapon = GetUseableItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND)) if (weapon->GetTemplate()->Class == ITEM_CLASS_WEAPON) weaponSpeed = float(0.001f * weapon->GetTemplate()->Delay); if (GetShapeshiftForm() == FORM_CAT) { weapon_mindamage = weapon_mindamage / weaponSpeed; weapon_maxdamage = weapon_maxdamage / weaponSpeed; } else if (GetShapeshiftForm() == FORM_BEAR) { weapon_mindamage = weapon_mindamage / weaponSpeed + weapon_mindamage / 2.5; weapon_maxdamage = weapon_maxdamage / weaponSpeed + weapon_maxdamage / 2.5; } } else if (!CanUseAttackType(attType)) //check if player not in form but still can't use (disarm case) { //cannot use ranged/off attack, set values to 0 if (attType != BASE_ATTACK) { min_damage = 0; max_damage = 0; return; } weapon_mindamage = BASE_MINDAMAGE; weapon_maxdamage = BASE_MAXDAMAGE; } min_damage = ((base_value + weapon_mindamage) * base_pct + total_value) * total_pct; max_damage = ((base_value + weapon_maxdamage) * base_pct + total_value) * total_pct; }
void Guardian::UpdateDamagePhysical(WeaponAttackType attType) { if(attType > BASE_ATTACK) return; float bonusDamage = 0.0f; if(m_owner->GetTypeId() == TYPEID_PLAYER) { //force of nature if(GetEntry() == ENTRY_TREANT) { int32 spellDmg = int32(m_owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS + SPELL_SCHOOL_NATURE)) - m_owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG + SPELL_SCHOOL_NATURE); if(spellDmg > 0) bonusDamage = spellDmg * 0.09f; } //greater fire elemental else if(GetEntry() == ENTRY_FIRE_ELEMENTAL) { int32 spellDmg = int32(m_owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS + SPELL_SCHOOL_FIRE)) - m_owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG + SPELL_SCHOOL_FIRE); if(spellDmg > 0) bonusDamage = spellDmg * 0.4f; } } UnitMods unitMod = UNIT_MOD_DAMAGE_MAINHAND; float att_speed = float(GetAttackTime(BASE_ATTACK))/1000.0f; float base_value = GetModifierValue(unitMod, BASE_VALUE) + GetTotalAttackPowerValue(attType)/ 14.0f * att_speed + bonusDamage; float base_pct = GetModifierValue(unitMod, BASE_PCT); float total_value = GetModifierValue(unitMod, TOTAL_VALUE); float total_pct = GetModifierValue(unitMod, TOTAL_PCT); float weapon_mindamage = GetWeaponDamageRange(BASE_ATTACK, MINDAMAGE); float weapon_maxdamage = GetWeaponDamageRange(BASE_ATTACK, MAXDAMAGE); float mindamage = ((base_value + weapon_mindamage) * base_pct + total_value) * total_pct; float maxdamage = ((base_value + weapon_maxdamage) * base_pct + total_value) * total_pct; // Pet's base damage changes depending on happiness if (isHunterPet() && attType == BASE_ATTACK) { switch(((Pet*)this)->GetHappinessState()) { case HAPPY: // 125% of normal damage mindamage = mindamage * 1.25; maxdamage = maxdamage * 1.25; break; case CONTENT: // 100% of normal damage, nothing to modify break; case UNHAPPY: // 75% of normal damage mindamage = mindamage * 0.75; maxdamage = maxdamage * 0.75; break; } } SetStatFloatValue(UNIT_FIELD_MINDAMAGE, mindamage); SetStatFloatValue(UNIT_FIELD_MAXDAMAGE, maxdamage); }