Core/Spells: Remove leftover code from old mechanic - default spellpower scaling coefficients
Port From (https://github.com/TrinityCore/TrinityCore/commit/407e5aea1a0e9395f8a0dda58b004c5659e78b7b)
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@@ -3771,30 +3771,6 @@ namespace Game.Entities
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public virtual SpellSchoolMask GetMeleeDamageSchoolMask(WeaponAttackType attackType = WeaponAttackType.BaseAttack) { return SpellSchoolMask.None; }
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float CalculateDefaultCoefficient(SpellInfo spellInfo, DamageEffectType damagetype)
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{
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// Damage over Time spells bonus calculation
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float DotFactor = 1.0f;
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if (damagetype == DamageEffectType.DOT)
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{
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int DotDuration = spellInfo.GetDuration();
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if (!spellInfo.IsChanneled() && DotDuration > 0)
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DotFactor = DotDuration / 15000.0f;
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uint DotTicks = spellInfo.GetMaxTicks();
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if (DotTicks != 0)
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DotFactor /= DotTicks;
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}
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uint CastingTime = (uint)(spellInfo.IsChanneled() ? spellInfo.GetDuration() : spellInfo.CalcCastTime());
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// Distribute Damage over multiple effects, reduce by AoE
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CastingTime = GetCastingTimeForBonus(spellInfo, damagetype, CastingTime);
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// As wowwiki says: C = (Cast Time / 3.5)
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return (CastingTime / 3500.0f) * DotFactor;
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}
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public virtual void UpdateDamageDoneMods(WeaponAttackType attackType)
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{
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UnitMods unitMod = attackType switch
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