Core/Spells: Implement using different difficulty data from all spell related db2s, not just SpellEffect and SpellPower
Port From (https://github.com/TrinityCore/TrinityCore/commit/c7306439e7004288fb85890d6a5f730cf1761d71)
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@@ -823,7 +823,7 @@ namespace Scripts.Spells.Warrior
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//Get the Remaining Damage from the aura (if exist)
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int remainingDamage = (int)target.GetRemainingPeriodicAmount(target.GetGUID(), SpellIds.TraumaEffect, AuraType.PeriodicDamage);
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//Get 25% of damage from the spell casted (Slam & Whirlwind) plus Remaining Damage from Aura
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int damage = (int)(MathFunctions.CalculatePct(eventInfo.GetDamageInfo().GetDamage(), aurEff.GetAmount()) / Global.SpellMgr.GetSpellInfo(SpellIds.TraumaEffect).GetMaxTicks(Difficulty.None)) + remainingDamage;
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int damage = (int)(MathFunctions.CalculatePct(eventInfo.GetDamageInfo().GetDamage(), aurEff.GetAmount()) / Global.SpellMgr.GetSpellInfo(SpellIds.TraumaEffect, GetCastDifficulty()).GetMaxTicks()) + remainingDamage;
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GetCaster().CastCustomSpell(SpellIds.TraumaEffect, SpellValueMod.BasePoint0, damage, target, true);
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}
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