I thinks those function are false then take best functions for resilience reduction on damages (without crit)
Unit.h
- uint32 GetMeleeDamageReduction(uint32 damage) const { return GetCombatRatingDamageReduction(CR_CRIT_TAKEN_MELEE, 1.0f, 100.0f, damage); }
- uint32 GetRangedDamageReduction(uint32 damage) const { return GetCombatRatingDamageReduction(CR_CRIT_TAKEN_MELEE, 1.0f, 100.0f, damage); }
- uint32 GetSpellDamageReduction(uint32 damage) const { return GetCombatRatingDamageReduction(CR_CRIT_TAKEN_MELEE, 1.0f, 100.0f, damage); }
+ uint32 GetMeleeDamageReduction(uint32 damage) const { return GetCombatRatingDamageReduction(CR_HIT_TAKEN_MELEE, 1.0f, 100.0f, damage); }
+ uint32 GetRangedDamageReduction(uint32 damage) const { return GetCombatRatingDamageReduction(CR_HIT_TAKEN_RANGED, 1.0f, 100.0f, damage); }
+ uint32 GetSpellDamageReduction(uint32 damage) const { return GetCombatRatingDamageReduction(CR_HIT_TAKEN_SPELL, 1.0f, 100.0f, damage); }
I think it's better to use the best rate
Trinity has juste multiply by 2 the melee_crit reduc... but mangos must use the right reduc on each type of reduction