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piroy1337

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Posts posted by piroy1337

  1. ohh dude, read what i wrote...

    I said Poisons DOESNT proc on Abilities.

    They proc on Whiteattacks yes, and when Wound is on Target you GAIN the +20%Buff..

    But really, what rogue does use CB/MUTI?...

    and yes

    Majorbug -- Poison should PROC on abilities i.e. Mutilate / Fan of Knives / Sinister Strike / Killing Spree and many others

  2. you guys see this thing totally wrong,

    we should hit 1-2k~ BOTH weapons and 2x Instanpoison 900(with improved poison) damage..

    thats around 4-5k just noncrit, now calculate the muti as crit, both 2k~, and it would hit hardcore..

    The Problem is POISON doesnt proc on abilities...

  3. \\src\\game\\Spell.cpp(4120)

                // Mutilate (for each hand)
               if(m_spellInfo->SpellFamilyFlags & UI64LIT(0x600000000))
               {
                   bool found = false;
                   // fast check
                   if(unitTarget->HasAuraState(AURA_STATE_DEADLY_POISON))
                       found = true;
                   // full aura scan
                   else
                   {
                       Unit::AuraMap const& auras = unitTarget->GetAuras();
                       for(Unit::AuraMap::const_iterator itr = auras.begin(); itr!=auras.end(); ++itr)
                       {
                           if(itr->second->GetSpellProto()->Dispel == DISPEL_POISON)
                           {
                               found = true;
                               break;
                           }
                       }
                   }
    
                   if(found)
                       totalDamagePercentMod *= 1.2f;          // 120% if poisoned
               }

  4. If any of you want to try and fix it here is the code:

    Mangos Rev 9045

    SpellEffects.cpp

    void Spell::EffectWeaponDmg(uint32 i)
    {
    ...
           case SPELLFAMILY_ROGUE:
           {
               // Mutilate (for each hand)
               if(m_spellInfo->SpellFamilyFlags & UI64LIT(0x600000000))
               {
                   bool found = false;
                   // fast check
                   if(unitTarget->HasAuraState(AURA_STATE_DEADLY_POISON))
                       found = true;
                   // full aura scan
                   else
                   {
                       Unit::AuraMap const& auras = unitTarget->GetAuras();
                       for(Unit::AuraMap::const_iterator itr = auras.begin(); itr!=auras.end(); ++itr)
                       {
                           if(itr->second->GetSpellProto()->Dispel == DISPEL_POISON)
                           {
                               found = true;
                               break;
                           }
                       }
                   }
    
    [b]                if(found)
                       totalDamagePercentMod *= 1.2f;          // 120% if poisoned[/b]
               }
    ...
    }

    The other code just checks to see if the unit is behind the target.

    [Edit:] I can't seem to find any more information from the source files on Mutilate...so I guess this is it. Seems the poison should work if the poison/aura check is working properly. I see a lot of people complaining about Mutilate. I'm new to source code development in Mangos so I don't know how much help I can give, but it would be nice if Mutilate got fixed.

    This is already in Mangos since long time..

  5. can't really Confirm this,

    i got Savage, and Hateful asoffpvp items. + some ilvl200 Heroic Dagger/BS crafted one.

    and i crit for 2.1k on both weapon, on a full geared Savage arms warrior.

    mangoscore: 9061

    The only Big problem on Mangos is, that we dont got Poisonsproc on Abilities.. making us really "nerfed"

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