diff --git a/Source/Framework/Constants/Spells/SpellAuraConst.cs b/Source/Framework/Constants/Spells/SpellAuraConst.cs index c6b4e4b2b..63266de49 100644 --- a/Source/Framework/Constants/Spells/SpellAuraConst.cs +++ b/Source/Framework/Constants/Spells/SpellAuraConst.cs @@ -306,7 +306,7 @@ namespace Framework.Constants ModBaseHealthPct = 282, ModHealingReceived = 283, // Possibly Only For Some Spell Family Class Spells Linked = 284, - ModAttackPowerOfArmor = 285, + Linked2 = 285, AbilityPeriodicCrit = 286, DeflectSpells = 287, IgnoreHitDirection = 288, @@ -346,7 +346,7 @@ namespace Framework.Constants InterfereTargetting = 322, Unk323 = 323, // Not Used In 4.3.4 Unk324 = 324, // Spell Critical Chance (Probably By School Mask) - Unk325 = 325, // Not Used In 4.3.4 + LearnPvpTalent = 325, // NYI PhaseGroup = 326, // Phase Related Unk327 = 327, // Not Used In 4.3.4 TriggerSpellOnPowerPct = 328, diff --git a/Source/Game/Entities/StatSystem.cs b/Source/Game/Entities/StatSystem.cs index e40419062..15c1b2088 100644 --- a/Source/Game/Entities/StatSystem.cs +++ b/Source/Game/Entities/StatSystem.cs @@ -1107,15 +1107,6 @@ namespace Game.Entities float attPowerMod = GetModifierValue(unitMod, UnitModifierType.TotalValue); float attPowerMultiplier = GetModifierValue(unitMod, UnitModifierType.TotalPCT) - 1.0f; - //add dynamic flat mods - if (!ranged) - { - var mAPbyArmor = GetAuraEffectsByType(AuraType.ModAttackPowerOfArmor); - foreach (var iter in mAPbyArmor) - // always: ((*i).GetModifier().m_miscvalue == 1 == SPELL_SCHOOL_MASK_NORMAL) - attPowerMod += (int)(GetArmor() / iter.GetAmount()); - } - if (ranged) { SetRangedAttackPower((int)base_attPower); diff --git a/Source/Game/Spells/Auras/AuraEffect.cs b/Source/Game/Spells/Auras/AuraEffect.cs index 83d682db6..bdd19271f 100644 --- a/Source/Game/Spells/Auras/AuraEffect.cs +++ b/Source/Game/Spells/Auras/AuraEffect.cs @@ -3907,19 +3907,6 @@ namespace Game.Spells target.HandleStatModifier(UnitMods.AttackPowerRanged, UnitModifierType.TotalPCT, GetAmount(), apply); } - [AuraEffectHandler(AuraType.ModAttackPowerOfArmor)] - void HandleAuraModAttackPowerOfArmor(AuraApplication aurApp, AuraEffectHandleModes mode, bool apply) - { - if (!mode.HasAnyFlag((AuraEffectHandleModes.ChangeAmountMask | AuraEffectHandleModes.Stat))) - return; - - Unit target = aurApp.GetTarget(); - - // Recalculate bonus - if (target.IsTypeId(TypeId.Player)) - target.ToPlayer().UpdateAttackPowerAndDamage(false); - } - /********************************/ /*** DAMAGE BONUS ***/ /********************************/