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Spell Support Broken Spells? Want them Fixed? Request it here.

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  #1  
Old 06-18-2012, 01:54 PM
Hateborne
Hill Giant
 
Join Date: May 2010
Posts: 125
Default SpellVulnerability Cap?

I cannot seem to find a cap anywhere, but it seems to stop at around 10%. A value of 10/25/50% all seem to do only 10%.

Can lerxst2112 or some other spell guru point out the obscure line/batch of code that handles this cap (or is there some way around it)?

-Hate
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  #2  
Old 06-18-2012, 02:22 PM
lerxst2112
Demi-God
 
Join Date: Aug 2010
Posts: 1,742
Default

Looks like there's no cap. Possibly there's interference from other focus effects or limits on the spell. *shrug*

Code:
sint32 Mob::GetVulnerability(sint32 damage, Mob *caster, uint32 spell_id, int32 ticsremaining)
{
	// If we increased the datatype on GetBuffSlotFromType, this wouldnt be needed
	uint32 buff_count = GetMaxTotalSlots();
	for(int i = 0; i < buff_count; i++) 
	{
		if(IsEffectInSpell(buffs[i].spellid, SE_SpellVulnerability))
		{
			// For Clients, Pets and Bots that are casting the spell, see if the vulnerability affects their spell.
			if(!caster->IsNPC())
			{
				sint32 focus = caster->CalcFocusEffect(focusSpellVulnerability, buffs[i].spellid, spell_id);
				if(focus == 1)
				{
					damage += damage * spells[buffs[i].spellid].base[0] / 100;
					break;
				}
			}
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  #3  
Old 06-18-2012, 03:19 PM
Hateborne
Hill Giant
 
Join Date: May 2010
Posts: 125
Default

Interesting. I found the same rabbit hole.

I will produce a few spells with strictly SpellVulnerability at varying levels to experiment. Thank you as always lerxst2112. Saving my foolish self, one post at a time.

-Hate
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