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laise

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Posts posted by laise

  1. talent is fixed but Spell power works not correct ( wrong calculated the spell power ) for all Spells or talent ( now this talent is buggy = spell power wrong calculated ) i hope u understand me, u get about 150 % on spell power and only 100 % is correct, but that is a deep bug on the core

    with this talent ( spell ) u can every second 3500-6000 damage ( Instant cast ) on every players, and that is extremly to high

    this talent need a cooldown, that is a good idea ( 10 seconds )

    shadow Priest now extrem overpowerd with this mega fu talent or spell

    is this happening after 9857 too? if you say it is wrong calculated what is right amount? Also spell_bonus_data doesn't have values for 63675 which is talent spell used for damage dealing.."100% is correct" is it information from retail? I haven't found any confirmations =\\

  2. looks like happens because in line basepoints[0] = GetAttackTime(BASE_ATTACK) * int32(ap*0.022f + 0.044f * holy) / 1000; - GetAttackTime is uint32 and if holy is negative it may not like * after

    .maybe this should fix it :

    diff --git a/src/game/Unit.cpp b/src/game/Unit.cpp
    index 98a55c2..f028171 100644
    --- a/src/game/Unit.cpp
    +++ b/src/game/Unit.cpp
    @@ -6282,8 +6282,9 @@ bool Unit::HandleDummyAuraProc(Unit *pVictim, uint32 damage, Aura* triggeredByAu
                {
                    triggered_spell_id = 25742;
                    float ap = GetTotalAttackPowerValue(BASE_ATTACK);
    -                int32 holy = SpellBaseDamageBonusDone(SPELL_SCHOOL_MASK_HOLY) +
    -                             pVictim->SpellBaseDamageBonusTaken(SPELL_SCHOOL_MASK_HOLY);
    +                int32 holy = SpellBaseDamageBonusDone(SPELL_SCHOOL_MASK_HOLY);
    +                if (holy < 0)
    +                    holy = 0;
                    basepoints[0] = GetAttackTime(BASE_ATTACK) * int32(ap*0.022f + 0.044f * holy) / 1000;
                    break;
                }
    @@ -9307,7 +9308,7 @@ uint32 Unit::SpellDamageBonusTaken(Unit *pCaster, SpellEntry const *spellProto,
            TakenTotal+= int32(TakenAdvertisedBenefit * (CastingTime / 3500.0f) * DotFactor * LvlPenalty);
        }
    
    -    float tmpDamage = (pdamage + TakenTotal * int32(stack)) * TakenTotalMod;
    +    float tmpDamage = (int32(pdamage) + TakenTotal * int32(stack)) * TakenTotalMod;
    
        return tmpDamage > 0 ? uint32(tmpDamage) : 0;

    SpellBaseDamageBonusTaken shouldnt be called because it's auras are used anyway in MeleeDamageBonusTaken

  3. i was reverted this in my core, but the bug is appears again :/ i think it's not fixed

    For example one of DK from my server was killed paladin with http://www.wowhead.com/spell=45477 for 2870781277 damage :D

    patch is wrong anyway, I'm trying to track down from where the issue comes but idk if people test it on clean or their own modified sources.. currently i can't reproduce mln dmg on any spells that were reported =\\

  4. 1. posting client screenshots is forbiden or Im wromg ?

    2. nothing usefull in the screenshot, just that DKs and Palas do somehow bigger damage than others

    It would be better to find out what does this uber damage ( ability, spell, etc ) and then report bug with more information. I think this problem is connected with spell damage/power calculation changes ... so try to PM this screen to Laise.

    There is nothing useful on this screenshot. I need information like spell ids or anything similar that can help reproduce this bug on my local and if there is any custom patches applied (that includes any custom sql updates for spell_bonus_data)

  5. Doesn't look like anything there can cause too high damage - BaseDamageBonus methods weren't changed much except rename and changing caller =\\ maybe something else screws it.

    Edit: I've checked 54158 on my local with this patch, damage seems to be fine

  6. but for drain soul, damage must be calculated only in time of spell start cast, not for every tick.

    So when target has less then 25% health and during drain soul is healed over 25%, then he should still receive four times normal damage.

    Also when target is taken below 25% health during drain soul, he should still receive only normal damage, not multiplicated damage

    every tick of drain soul must have only chance to gain soul shard

    so this is not happening after update?

  7. The latest compiled version, includes support for the database.

    As for the table spell_proc_event need to take data in columns SpellFamilyMask0, SpellFamilyMask1, SpellFamilyMask2, they are taken directly from the dbc and do not change or somehow generated?

    in old spell_work they were loaded from dbc by spell family name and you could choose different spell masks , better if you copy it as it was I think..

  8. try with

    diff --git a/src/game/Creature.cpp b/src/game/Creature.cpp
    index 816a91d..4fdaa4b 100644
    --- a/src/game/Creature.cpp
    +++ b/src/game/Creature.cpp
    @@ -59,14 +59,17 @@ TrainerSpell const* TrainerSpellData::Find(uint32 spell_id) const
    bool VendorItemData::RemoveItem( uint32 item_id )
    {
        bool found = false;
    -    for(VendorItemList::iterator i = m_items.begin(); i != m_items.end(); ++i )
    +    for(VendorItemList::iterator i = m_items.begin(); i != m_items.end(); )
        {
            // can have many examples
            if((*i)->item == item_id)
            {
                m_items.erase(i);
                found = true;
    +            i = m_items.begin();
            }
    +        else
    +            ++i;
        }
    
        return found;
    

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