Feanordev Posted January 15, 2011 Report Posted January 15, 2011 Edit: Updated patch - I had slightly wrong formula - is fine now. What in topic-name based on 3.2.0 change. diff --git a/src/game/SpellAuras.cpp b/src/game/SpellAuras.cpp index 9d30e83..b520ea3 100644 --- a/src/game/SpellAuras.cpp +++ b/src/game/SpellAuras.cpp @@ -5540,6 +5540,13 @@ void Aura::HandlePeriodicHeal(bool apply, bool /*Real*/) m_modifier.m_amount += ap > holy ? ap : holy; } + // Lifeblood + if (GetSpellProto()->SpellIconID == 3088 && GetSpellProto()->SpellVisual[0] == 8145) + { + int32 healthBonus = int32 (0.0032f * caster->GetMaxHealth()); + m_modifier.m_amount += healthBonus; + } + //Lifebloom special stacking if(GetSpellProto()->SpellFamilyName == SPELLFAMILY_DRUID && (GetSpellProto()->SpellFamilyFlags & UI64LIT(0x1000000000)) && GetStackAmount() > 1) m_modifier.m_amount += (GetStackAmount() == 2) ? m_modifier.m_amount : (m_modifier.m_amount / 2);
VladimirMangos Posted January 18, 2011 Report Posted January 18, 2011 Hmm, why 0.32%. wiki page say about 1.5% ... Some statistics based?
Feanordev Posted January 18, 2011 Author Report Posted January 18, 2011 This is per tick addition - WoWWiki says 1.5 or 1.6 - I got from friend that says its more 1.6% 1.6 is 0.016 multiplier however m_amount is for per/tick so we need to divide it by tick-count which is 5 0.016 / 5 is 0.0032 as in above. I know the tick value should'nt be hardcoded but uhm... Im too lazy (?) or I just think that raw-value for such situations is better ? not sure. However it was tested ingame and it gives proper values to whole effect.
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