[8669] Apply creature DB dmg modifier to base damage instead full.

This fix problem with unexpected fixed damage spells scaling.

Signed-off-by: VladimirMangos <vladimir@getmangos.com>
This commit is contained in:
Seizerkiller 2009-10-18 18:13:33 +04:00 committed by VladimirMangos
parent 81e79ce199
commit 990824a88c
2 changed files with 3 additions and 3 deletions

View file

@ -840,8 +840,8 @@ void Creature::UpdateDamagePhysical(WeaponAttackType attType)
float weapon_mindamage = GetWeaponDamageRange(BASE_ATTACK, MINDAMAGE);
float weapon_maxdamage = GetWeaponDamageRange(BASE_ATTACK, MAXDAMAGE);
float mindamage = ((base_value + weapon_mindamage) * base_pct + total_value) * total_pct * dmg_multiplier;
float maxdamage = ((base_value + weapon_maxdamage) * base_pct + total_value) * total_pct * dmg_multiplier;
float mindamage = ((base_value + weapon_mindamage) * dmg_multiplier * base_pct + total_value) * total_pct;
float maxdamage = ((base_value + weapon_maxdamage) * dmg_multiplier * base_pct + total_value) * total_pct;
SetStatFloatValue(UNIT_FIELD_MINDAMAGE, mindamage);
SetStatFloatValue(UNIT_FIELD_MAXDAMAGE, maxdamage);