Core/Spells: proc spells after damage apply, not before.
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@@ -585,11 +585,11 @@ namespace Game.Entities
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DealDamageMods(victim, ref damageInfo.damage, ref damageInfo.absorb);
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SendAttackStateUpdate(damageInfo);
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DealMeleeDamage(damageInfo, true);
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DamageInfo dmgInfo = new DamageInfo(damageInfo);
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ProcSkillsAndAuras(damageInfo.target, damageInfo.procAttacker, damageInfo.procVictim, ProcFlagsSpellType.None, ProcFlagsSpellPhase.None, dmgInfo.GetHitMask(), null, dmgInfo, null);
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DealMeleeDamage(damageInfo, true);
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if (IsTypeId(TypeId.Player))
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Log.outDebug(LogFilter.Unit, "AttackerStateUpdate: (Player) {0} attacked {1} (TypeId: {2}) for {3} dmg, absorbed {4}, blocked {5}, resisted {6}.",
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GetGUID().ToString(), victim.GetGUID().ToString(), victim.GetTypeId(), damageInfo.damage, damageInfo.absorb, damageInfo.blocked_amount, damageInfo.resist);
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