Core/Spells: all bleed effects should ignore armor
Port From (https://github.com/TrinityCore/TrinityCore/commit/3ea88f814a6be7487ef8a3d5c6237981d20f5063)
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@@ -4967,7 +4967,7 @@ namespace Game.Spells
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damage = Unit.SpellCriticalDamageBonus(caster, m_spellInfo, damage, target);
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// Calculate armor mitigation
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if (Unit.IsDamageReducedByArmor(GetSpellInfo().GetSchoolMask(), GetSpellInfo(), GetSpellEffectInfo()))
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if (Unit.IsDamageReducedByArmor(GetSpellInfo().GetSchoolMask(), GetSpellInfo()))
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{
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uint damageReducedArmor = Unit.CalcArmorReducedDamage(caster, target, damage, GetSpellInfo(), GetSpellInfo().GetAttackType(), GetBase().GetCasterLevel());
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cleanDamage.mitigated_damage += damage - damageReducedArmor;
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@@ -5049,7 +5049,7 @@ namespace Game.Spells
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damage = Unit.SpellCriticalDamageBonus(caster, m_spellInfo, damage, target);
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// Calculate armor mitigation
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if (Unit.IsDamageReducedByArmor(GetSpellInfo().GetSchoolMask(), GetSpellInfo(), GetSpellEffectInfo()))
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if (Unit.IsDamageReducedByArmor(GetSpellInfo().GetSchoolMask(), GetSpellInfo()))
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{
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uint damageReducedArmor = Unit.CalcArmorReducedDamage(caster, target, damage, GetSpellInfo(), GetSpellInfo().GetAttackType(), GetBase().GetCasterLevel());
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cleanDamage.mitigated_damage += damage - damageReducedArmor;
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