BFA Update (still lots of testing to do tho)
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@@ -118,7 +118,7 @@ namespace Game.Entities
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}
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public float GetRatingBonusValue(CombatRating cr)
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{
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float baseResult = GetFloatValue(PlayerFields.CombatRating1 + (int)cr) * GetRatingMultiplier(cr);
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float baseResult = GetFloatValue(ActivePlayerFields.CombatRating + (int)cr) * GetRatingMultiplier(cr);
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if (cr != CombatRating.ResiliencePlayerDamage)
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return baseResult;
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return (float)(1.0f - Math.Pow(0.99f, baseResult)) * 100.0f;
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@@ -189,9 +189,9 @@ namespace Game.Entities
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switch (attType)
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{
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case WeaponAttackType.BaseAttack:
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return baseExpertise + GetUInt32Value(PlayerFields.Expertise) / 4.0f;
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return baseExpertise + GetUInt32Value(ActivePlayerFields.Expertise) / 4.0f;
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case WeaponAttackType.OffAttack:
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return baseExpertise + GetUInt32Value(PlayerFields.OffhandExpertise) / 4.0f;
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return baseExpertise + GetUInt32Value(ActivePlayerFields.OffhandExpertise) / 4.0f;
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default:
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break;
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}
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