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[11537] Nerfing the word "Redunction" and remove one letter, to Reduc…
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…tion.

Signed-off-by: NoFantasy <nofantasy@nf.no>
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NoFantasy committed May 25, 2011
1 parent e028f3b commit d33e9e4
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Showing 4 changed files with 19 additions and 19 deletions.
2 changes: 1 addition & 1 deletion src/game/SpellAuras.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -319,7 +319,7 @@ pAuraHandler AuraHandler[TOTAL_AURAS]=
&Aura::HandleUnused, //266 unused (3.0.8a-3.2.2a)
&Aura::HandleNoImmediateEffect, //267 SPELL_AURA_MOD_IMMUNE_AURA_APPLY_SCHOOL implemented in Unit::IsImmuneToSpellEffect
&Aura::HandleAuraModAttackPowerOfStatPercent, //268 SPELL_AURA_MOD_ATTACK_POWER_OF_STAT_PERCENT
&Aura::HandleNoImmediateEffect, //269 SPELL_AURA_MOD_IGNORE_DAMAGE_REDUCTION_SCHOOL implemented in Unit::CalcNotIgnoreDamageRedunction
&Aura::HandleNoImmediateEffect, //269 SPELL_AURA_MOD_IGNORE_DAMAGE_REDUCTION_SCHOOL implemented in Unit::CalcNotIgnoreDamageReduction
&Aura::HandleUnused, //270 SPELL_AURA_MOD_IGNORE_TARGET_RESIST (unused in 3.2.2a)
&Aura::HandleNoImmediateEffect, //271 SPELL_AURA_MOD_DAMAGE_FROM_CASTER implemented in Unit::SpellDamageBonusTaken
&Aura::HandleNoImmediateEffect, //272 SPELL_AURA_MAELSTROM_WEAPON (unclear use for aura, it used in (3.2.2a...3.3.0) in single spell 53817 that spellmode stacked and charged spell expected to be drop as stack
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32 changes: 16 additions & 16 deletions src/game/Unit.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -1309,11 +1309,11 @@ void Unit::CalculateSpellDamage(SpellNonMeleeDamage *damageInfo, int32 damage, S
damageInfo->HitInfo|= SPELL_HIT_TYPE_CRIT;
damage = SpellCriticalDamageBonus(spellInfo, damage, pVictim);
// Resilience - reduce crit damage
uint32 redunction_affected_damage = CalcNotIgnoreDamageRedunction(damage,damageSchoolMask);
uint32 reduction_affected_damage = CalcNotIgnoreDamageReduction(damage, damageSchoolMask);
if (attackType != RANGED_ATTACK)
damage -= pVictim->GetMeleeCritDamageReduction(redunction_affected_damage);
damage -= pVictim->GetMeleeCritDamageReduction(reduction_affected_damage);
else
damage -= pVictim->GetRangedCritDamageReduction(redunction_affected_damage);
damage -= pVictim->GetRangedCritDamageReduction(reduction_affected_damage);
}
}
break;
Expand All @@ -1331,8 +1331,8 @@ void Unit::CalculateSpellDamage(SpellNonMeleeDamage *damageInfo, int32 damage, S
damageInfo->HitInfo|= SPELL_HIT_TYPE_CRIT;
damage = SpellCriticalDamageBonus(spellInfo, damage, pVictim);
// Resilience - reduce crit damage
uint32 redunction_affected_damage = CalcNotIgnoreDamageRedunction(damage,damageSchoolMask);
damage -= pVictim->GetSpellCritDamageReduction(redunction_affected_damage);
uint32 reduction_affected_damage = CalcNotIgnoreDamageReduction(damage, damageSchoolMask);
damage -= pVictim->GetSpellCritDamageReduction(reduction_affected_damage);
}
}
break;
Expand All @@ -1341,8 +1341,8 @@ void Unit::CalculateSpellDamage(SpellNonMeleeDamage *damageInfo, int32 damage, S
// only from players
if (GetTypeId() == TYPEID_PLAYER)
{
uint32 redunction_affected_damage = CalcNotIgnoreDamageRedunction(damage,damageSchoolMask);
damage -= pVictim->GetSpellDamageReduction(redunction_affected_damage);
uint32 reduction_affected_damage = CalcNotIgnoreDamageReduction(damage, damageSchoolMask);
damage -= pVictim->GetSpellDamageReduction(reduction_affected_damage);
}

// damage mitigation
Expand All @@ -1351,7 +1351,7 @@ void Unit::CalculateSpellDamage(SpellNonMeleeDamage *damageInfo, int32 damage, S
// physical damage => armor
if (damageSchoolMask & SPELL_SCHOOL_MASK_NORMAL)
{
uint32 armor_affected_damage = CalcNotIgnoreDamageRedunction(damage,damageSchoolMask);
uint32 armor_affected_damage = CalcNotIgnoreDamageReduction(damage, damageSchoolMask);
damage = damage - armor_affected_damage + CalcArmorReducedDamage(pVictim, armor_affected_damage);
}
}
Expand Down Expand Up @@ -1454,7 +1454,7 @@ void Unit::CalculateMeleeDamage(Unit *pVictim, uint32 damage, CalcDamageInfo *da
damage = damageInfo->target->MeleeDamageBonusTaken(this, damage, damageInfo->attackType);
// Calculate armor reduction

uint32 armor_affected_damage = CalcNotIgnoreDamageRedunction(damage,damageInfo->damageSchoolMask);
uint32 armor_affected_damage = CalcNotIgnoreDamageReduction(damage, damageInfo->damageSchoolMask);
damageInfo->damage = damage - armor_affected_damage + CalcArmorReducedDamage(damageInfo->target, armor_affected_damage);
damageInfo->cleanDamage += damage - damageInfo->damage;

Expand Down Expand Up @@ -1518,12 +1518,12 @@ void Unit::CalculateMeleeDamage(Unit *pVictim, uint32 damage, CalcDamageInfo *da
damageInfo->damage = int32((damageInfo->damage) * float((100.0f + mod)/100.0f));

// Resilience - reduce crit damage
uint32 redunction_affected_damage = CalcNotIgnoreDamageRedunction(damageInfo->damage,damageInfo->damageSchoolMask);
uint32 reduction_affected_damage = CalcNotIgnoreDamageReduction(damageInfo->damage, damageInfo->damageSchoolMask);
uint32 resilienceReduction;
if (attackType != RANGED_ATTACK)
resilienceReduction = pVictim->GetMeleeCritDamageReduction(redunction_affected_damage);
resilienceReduction = pVictim->GetMeleeCritDamageReduction(reduction_affected_damage);
else
resilienceReduction = pVictim->GetRangedCritDamageReduction(redunction_affected_damage);
resilienceReduction = pVictim->GetRangedCritDamageReduction(reduction_affected_damage);

damageInfo->damage -= resilienceReduction;
damageInfo->cleanDamage += resilienceReduction;
Expand Down Expand Up @@ -1637,12 +1637,12 @@ void Unit::CalculateMeleeDamage(Unit *pVictim, uint32 damage, CalcDamageInfo *da
// only from players
if (GetTypeId() == TYPEID_PLAYER)
{
uint32 redunction_affected_damage = CalcNotIgnoreDamageRedunction(damageInfo->damage,damageInfo->damageSchoolMask);
uint32 reduction_affected_damage = CalcNotIgnoreDamageReduction(damageInfo->damage, damageInfo->damageSchoolMask);
uint32 resilienceReduction;
if (attackType != RANGED_ATTACK)
resilienceReduction = pVictim->GetMeleeDamageReduction(redunction_affected_damage);
resilienceReduction = pVictim->GetMeleeDamageReduction(reduction_affected_damage);
else
resilienceReduction = pVictim->GetRangedDamageReduction(redunction_affected_damage);
resilienceReduction = pVictim->GetRangedDamageReduction(reduction_affected_damage);
damageInfo->damage -= resilienceReduction;
damageInfo->cleanDamage += resilienceReduction;
}
Expand Down Expand Up @@ -1848,7 +1848,7 @@ uint32 Unit::CalcNotIgnoreAbsorbDamage( uint32 damage, SpellSchoolMask damageSch
return absorb_affected_rate <= 0.0f ? 0 : (absorb_affected_rate < 1.0f ? uint32(damage * absorb_affected_rate) : damage);
}

uint32 Unit::CalcNotIgnoreDamageRedunction( uint32 damage, SpellSchoolMask damageSchoolMask)
uint32 Unit::CalcNotIgnoreDamageReduction(uint32 damage, SpellSchoolMask damageSchoolMask)
{
float absorb_affected_rate = 1.0f;
Unit::AuraList const& ignoreAbsorb = GetAurasByType(SPELL_AURA_MOD_IGNORE_DAMAGE_REDUCTION_SCHOOL);
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2 changes: 1 addition & 1 deletion src/game/Unit.h
Original file line number Diff line number Diff line change
Expand Up @@ -1904,7 +1904,7 @@ class MANGOS_DLL_SPEC Unit : public WorldObject
int32 CalculateSpellDamage(Unit const* target, SpellEntry const* spellProto, SpellEffectIndex effect_index, int32 const* basePoints = NULL);

uint32 CalcNotIgnoreAbsorbDamage( uint32 damage, SpellSchoolMask damageSchoolMask, SpellEntry const* spellInfo = NULL);
uint32 CalcNotIgnoreDamageRedunction( uint32 damage, SpellSchoolMask damageSchoolMask);
uint32 CalcNotIgnoreDamageReduction(uint32 damage, SpellSchoolMask damageSchoolMask);
int32 CalculateAuraDuration(SpellEntry const* spellProto, uint32 effectMask, int32 duration, Unit const* caster);

float CalculateLevelPenalty(SpellEntry const* spellProto) const;
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2 changes: 1 addition & 1 deletion src/shared/revision_nr.h
Original file line number Diff line number Diff line change
@@ -1,4 +1,4 @@
#ifndef __REVISION_NR_H__
#define __REVISION_NR_H__
#define REVISION_NR "11536"
#define REVISION_NR "11537"
#endif // __REVISION_NR_H__

3 comments on commit d33e9e4

@DomGries
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yeah "Redunction" was too overpowered. Nerf was totally needed :D

@Zakamurite
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i hope the next change will be fixing a bug that aura 269 affects resilience =)

@tibbi
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@tibbi tibbi commented on d33e9e4 May 26, 2011

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is that whole reduction_affected_damage needed at all? Some time ago I replaced it with simple Get_DamageReduction(damage) (_ stands for melee/ranged/whatever..), and I see no difference at it.

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