fix(Core/Spells): fix PPM proc chance calculation for healing spells (#24761)
Co-authored-by: blinkysc <blinkysc@users.noreply.github.com>
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@@ -79,6 +79,7 @@ public:
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* @param chanceModifier Talent/aura modifier to chance
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* @param ppmModifier Talent/aura modifier to PPM
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* @param hasDamageInfo Whether a DamageInfo is present (enables PPM)
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* @param hasHealInfo Whether a HealInfo is present (also enables PPM)
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* @return Calculated proc chance
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*/
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static float SimulateCalcProcChance(
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@@ -87,12 +88,13 @@ public:
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uint32 weaponSpeed = 2500,
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float chanceModifier = 0.0f,
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float ppmModifier = 0.0f,
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bool hasDamageInfo = true)
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bool hasDamageInfo = true,
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bool hasHealInfo = false)
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{
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float chance = procEntry.Chance;
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// PPM calculation overrides base chance if PPM > 0 and we have DamageInfo
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if (hasDamageInfo && procEntry.ProcsPerMinute > 0.0f)
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// PPM calculation overrides base chance if PPM > 0 and we have DamageInfo or HealInfo
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if ((hasDamageInfo || hasHealInfo) && procEntry.ProcsPerMinute > 0.0f)
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{
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chance = CalculatePPMChance(weaponSpeed, procEntry.ProcsPerMinute, ppmModifier);
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}
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