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darkstalker

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Everything posted by darkstalker

  1. did you count in damage mitigation? (armor, resilience). You can use DrDamage addon to compare damage values with "blizzlike" values.
  2. so its possible to use spell_area to disable spells globally?
  3. IsNoStackSpellDueToSpell returns true when the spells DONT stack, false when they DO stack (default is true). You can add custom stacking rules there, just compare the spell prototypes spellInfo_1 and spellInfo_2 and return the apropiate value.
  4. there is a strange piece of code in IsNoStackSpellDueToSpell (SpellMgr.cpp) that seems to be the cause of this and other problems: if (spellInfo_1->SpellIconID == spellInfo_2->SpellIconID && spellInfo_1->SpellIconID != 0 && spellInfo_2->SpellIconID != 0) { bool isModifier = false; for (int i = 0; i < 3; ++i) { if (spellInfo_1->EffectApplyAuraName[i] == SPELL_AURA_ADD_FLAT_MODIFIER || spellInfo_1->EffectApplyAuraName[i] == SPELL_AURA_ADD_PCT_MODIFIER || spellInfo_2->EffectApplyAuraName[i] == SPELL_AURA_ADD_FLAT_MODIFIER || spellInfo_2->EffectApplyAuraName[i] == SPELL_AURA_ADD_PCT_MODIFIER ) isModifier = true; } if (!isModifier) return true; } what its supposed to do? using spellIconID in that way its wrong imho.
  5. this can be useful too (RTAA*): http://idm-lab.org/bib/abstracts/papers/aamas06.pdf
  6. With A* you'll need to compute the entire paths before moving the agent, and recalculate everything when target moves/on collision (A* with local repair). Its slow and expensive on big problems. You can use realtime search algorithms like LRTA* and calculate paths on the fly with a low cost (but reduced solution quality). This needs storing the heuristic value for each node in the search space (the "memory" of the algorithm).
  7. the 5-stack effect on SoV got added on 3.2, so having it here is incorrect.
  8. the problem is that conflagrate gets double effects from damage increase auras, because of a double call of SpellBonusData
  9. from my research i've found that conflag is doing aprox 10% more dmg (removed all talents that would modify conflag damage), including emberstorm 5/5 it does 25% more damage (talent gives +15%). I dont know where the extra damage comes from. Tried addin a 0.9 factor to the dmg but still doesnt match
  10. i use DrDamage addon to calculate blizzlike damage values, and this one doesnt match
  11. yes, its taking more spelldmg as it should, even with 0's on spell_bonus_data entry the damage its higher than 4x immolate ticks
  12. What bug does the patch fix? What features does the patch add? Elemental focus talent (clearcasting proc), removed incorrect procs from Healing wave and Lesser healing wave (not damage spells), added missing procs from Lava burst and Thunderstorm For which repository revision was the patch created? 8280 Is there a thread in the bug report section or at lighthouse? If yes, please add a link to the thread. no Who has been writing this patch? Please include either forum user names or email addresses. darkstalker DELETE from spell_proc_event WHERE entry = 16164; INSERT INTO spell_proc_event () VALUES (16164, 0, 11, 2416967683, 12288, 0, 0, 2, 0, 0, 0);
  13. yep, that lvl1 spell 10444 is the only one who does the damage just edited the original post to correct the spellcoef issue.
  14. is there a way to disable that downranking? i noticed that low spell coef thing too maybe adding the correct coeff to base dmg and ignoring the one from db?
  15. This adds the fire damage on melee hit for Flametongue Weapon (all ranks). This is the first time i attempt to fix something in mangos, i hope its correct. * What bug does the patch fix? What features does the patch add? Implements the Flametongue Weapon proc * For which repository revision was the patch created? 8280 * Is there a thread in the bug report section or at lighthouse? If yes, please add a link to the thread. didnt fount one * Who has been writing this patch? Please include either forum user names or email addresses. darkstalker diff --git a/src/game/Unit.cpp b/src/game/Unit.cpp index 83e1a43..63e15f6 100644 --- a/src/game/Unit.cpp +++ b/src/game/Unit.cpp @@ -6039,6 +6039,13 @@ bool Unit::HandleDummyAuraProc(Unit *pVictim, uint32 damage, Aura* triggeredByAu return false; break; } + // Flametongue Weapon proc + if (dummySpell->SpellFamilyFlags & UI64LIT(0x0000000000200000)) + { + triggered_spell_id = 10444; + basepoints0 = GetAttackTime(BASE_ATTACK) * (dummySpell->EffectBasePoints[0]+1) / 100000; + break; + } break; } case SPELLFAMILY_DEATHKNIGHT: SQL patch: DELETE FROM `spell_bonus_data` WHERE `entry` IN (8026, 10444); INSERT INTO `spell_bonus_data` VALUES (10444, 0.1, 0, 0, "Shaman - Flametongue Weapon Proc");
  16. The fix in this thread is pretty much needed, since seals are actually doing like double damage. This may be unrelated, but fixes other skills damage affected in the same way: -- Seal of Righteousness UPDATE spell_bonus_data SET direct_bonus = 0, ap_bonus = 0 WHERE entry = 25742; -- Hammer of Wrath UPDATE spell_bonus_data SET direct_bonus = 0, ap_bonus = 0 WHERE entry = 24275;
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