void Player::UpdateDodgePercentage()
{
const float dodge_cap[MAX_CLASSES] =
{
88.129021f, // Warrior
88.129021f, // Paladin
145.560408f, // Hunter
145.560408f, // Rogue
150.375940f, // Priest
88.129021f, // DK
145.560408f, // Shaman
150.375940f, // Mage
150.375940f, // Warlock
0.0f, // ??
116.890707f // Druid
};
float diminishing = 0.0f, nondiminishing = 0.0f;
// Dodge from agility
GetDodgeFromAgility(diminishing, nondiminishing);
// Modify value from defense skill (only bonus from defense rating diminishes)
nondiminishing += (GetSkillValue(SKILL_DEFENSE) - GetMaxSkillValueForLevel()) * 0.04f;
diminishing += (int32(GetRatingBonusValue(CR_DEFENSE_SKILL))) * 0.04f;
// Dodge from SPELL_AURA_MOD_DODGE_PERCENT aura
nondiminishing += GetTotalAuraModifier(SPELL_AURA_MOD_DODGE_PERCENT);
// Dodge from rating
diminishing += GetRatingBonusValue(CR_DODGE);
// apply diminishing formula to diminishing dodge chance
uint32 pclass = getClass()-1;
float value = nondiminishing + (diminishing * dodge_cap[pclass] /
(diminishing + dodge_cap[pclass] * m_diminishing_k[pclass]));
value = value < 0.0f ? 0.0f : value;
if (value > 0.5f)
value = 0.5f
SetStatFloatValue(PLAYER_DODGE_PERCENTAGE, value);
}