fix(Core/Spells): Reorder melee/ranged spell crit to match SpellCriticalDamageBonus (#24979)
Co-authored-by: blinkysc <blinkysc@users.noreply.github.com>
This commit is contained in:
@@ -1555,28 +1555,32 @@ void Unit::CalculateSpellDamageTaken(SpellNonMeleeDamage* damageInfo, int32 dama
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{
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{
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damageInfo->HitInfo |= SPELL_HIT_TYPE_CRIT;
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damageInfo->HitInfo |= SPELL_HIT_TYPE_CRIT;
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// Calculate crit bonus
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// Calculate crit bonus (100% for melee/ranged spells)
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uint32 crit_bonus = damage;
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int32 crit_bonus = damage;
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// Apply crit_damage bonus for melee spells
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crit_bonus += damage;
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if (Player* modOwner = GetSpellModOwner())
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modOwner->ApplySpellMod(spellInfo->Id, SPELLMOD_CRIT_DAMAGE_BONUS, crit_bonus);
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damage += crit_bonus;
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// Apply SPELL_AURA_MOD_ATTACKER_RANGED_CRIT_DAMAGE or SPELL_AURA_MOD_ATTACKER_MELEE_CRIT_DAMAGE
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// Apply SPELL_AURA_MOD_ATTACKER_RANGED_CRIT_DAMAGE or SPELL_AURA_MOD_ATTACKER_MELEE_CRIT_DAMAGE
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float critPctDamageMod = 0.0f;
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float crit_mod = 0.0f;
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if (attackType == RANGED_ATTACK)
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if (attackType == RANGED_ATTACK)
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critPctDamageMod += victim->GetTotalAuraModifier(SPELL_AURA_MOD_ATTACKER_RANGED_CRIT_DAMAGE);
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crit_mod += victim->GetTotalAuraModifier(SPELL_AURA_MOD_ATTACKER_RANGED_CRIT_DAMAGE);
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else
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else
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critPctDamageMod += victim->GetTotalAuraModifier(SPELL_AURA_MOD_ATTACKER_MELEE_CRIT_DAMAGE);
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crit_mod += victim->GetTotalAuraModifier(SPELL_AURA_MOD_ATTACKER_MELEE_CRIT_DAMAGE);
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// Increase crit damage from SPELL_AURA_MOD_CRIT_DAMAGE_BONUS
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// Increase crit damage from SPELL_AURA_MOD_CRIT_DAMAGE_BONUS
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critPctDamageMod += GetTotalAuraModifierByMiscMask(SPELL_AURA_MOD_CRIT_DAMAGE_BONUS, spellInfo->GetSchoolMask());
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crit_mod += GetTotalAuraModifierByMiscMask(SPELL_AURA_MOD_CRIT_DAMAGE_BONUS, spellInfo->GetSchoolMask());
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// Increase crit damage from SPELL_AURA_MOD_CRIT_PERCENT_VERSUS
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// Increase crit damage from SPELL_AURA_MOD_CRIT_PERCENT_VERSUS
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critPctDamageMod += GetTotalAuraModifierByMiscMask(SPELL_AURA_MOD_CRIT_PERCENT_VERSUS, crTypeMask);
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crit_mod += GetTotalAuraModifierByMiscMask(SPELL_AURA_MOD_CRIT_PERCENT_VERSUS, crTypeMask);
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if (critPctDamageMod != 0)
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if (crit_bonus != 0 && crit_mod != 0.0f)
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AddPct(damage, critPctDamageMod);
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AddPct(crit_bonus, crit_mod);
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crit_bonus -= damage;
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// adds additional damage to critBonus (from talents)
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if (Player* modOwner = GetSpellModOwner())
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modOwner->ApplySpellMod(spellInfo->Id, SPELLMOD_CRIT_DAMAGE_BONUS, crit_bonus);
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damage = crit_bonus + damage;
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}
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}
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// Spell weapon based damage CAN BE crit & blocked at same time
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// Spell weapon based damage CAN BE crit & blocked at same time
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@@ -9384,7 +9388,6 @@ uint32 Unit::SpellCriticalDamageBonus(Unit const* caster, SpellInfo const* spell
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{
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{
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case SPELL_DAMAGE_CLASS_MELEE: // for melee based spells is 100%
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case SPELL_DAMAGE_CLASS_MELEE: // for melee based spells is 100%
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case SPELL_DAMAGE_CLASS_RANGED:
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case SPELL_DAMAGE_CLASS_RANGED:
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/// @todo: write here full calculation for melee/ranged spells
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crit_bonus += damage;
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crit_bonus += damage;
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break;
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break;
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default:
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default:
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@@ -0,0 +1,160 @@
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/*
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* This file is part of the AzerothCore Project. See AUTHORS file for Copyright information
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "Util.h"
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#include "gtest/gtest.h"
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/**
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* @brief Tests for melee/ranged spell crit damage ordering (issue #24976)
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*
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* The inline melee/ranged spell crit code in CalculateSpellDamageTaken applied
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* SPELLMOD_CRIT_DAMAGE_BONUS BEFORE aura percentage modifiers, causing aura
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* modifiers to amplify the already-talent-modified bonus. The correct order
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* (matching SpellCriticalDamageBonus) is:
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*
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* 1. Double damage (100% crit bonus for melee/ranged)
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* 2. Apply aura % modifiers to the full crit value
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* 3. Extract the bonus portion
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* 4. Apply SPELLMOD_CRIT_DAMAGE_BONUS to the bonus
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* 5. Recombine
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*
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* From the issue's expected blizzlike calculation:
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* 200% * 1.03 = 206% (aura % first)
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* 206% - 100% = 106% (extract bonus)
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* 106% * 140% = 148.4% (talent mod on bonus)
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* 100% + 148.4% = 248.4% (recombine)
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*/
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namespace
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{
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/**
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* Replicates the FIXED inline crit code (correct ordering,
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* matches SpellCriticalDamageBonus) for melee/ranged spells.
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*
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* @param damage Base spell damage before crit
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* @param auraCritMod Aura crit % modifier (e.g. 3 for meta gem +3%)
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* @param spellModPct SPELLMOD_CRIT_DAMAGE_BONUS % (e.g. 40 for Mortal Shots)
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*/
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int32 CorrectCritOrder(int32 damage, float auraCritMod, float spellModPct)
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{
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// Step 1: crit_bonus = 2x damage (100% bonus for melee/ranged)
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int32 crit_bonus = damage;
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crit_bonus += damage;
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// Step 2: Apply aura % modifiers FIRST
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if (crit_bonus != 0 && auraCritMod != 0.0f)
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AddPct(crit_bonus, auraCritMod);
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// Step 3: Extract bonus
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crit_bonus -= damage;
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// Step 4: Apply talent mod to the bonus
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AddPct(crit_bonus, spellModPct);
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// Step 5: Recombine
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return crit_bonus + damage;
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}
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/**
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* Replicates the OLD inline crit code (wrong ordering):
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* SPELLMOD_CRIT_DAMAGE_BONUS applied BEFORE aura % modifiers.
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*/
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int32 OldWrongCritOrder(int32 damage, float auraCritMod, float spellModPct)
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{
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// OLD Step 1: talent mod on base bonus FIRST (wrong)
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uint32 crit_bonus = damage;
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AddPct(crit_bonus, spellModPct);
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int32 totalDamage = damage + static_cast<int32>(crit_bonus);
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// OLD Step 2: aura % on full total SECOND
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if (auraCritMod != 0.0f)
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AddPct(totalDamage, auraCritMod);
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return totalDamage;
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}
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} // namespace
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class SpellCritDamageBonusOrderTest : public ::testing::Test {};
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// No modifiers: both orderings produce 2x damage
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TEST_F(SpellCritDamageBonusOrderTest, NoModifiers)
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{
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EXPECT_EQ(CorrectCritOrder(1000, 0.0f, 0.0f), 2000);
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EXPECT_EQ(OldWrongCritOrder(1000, 0.0f, 0.0f), 2000);
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}
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// Only aura mod, no talent mod: both orderings match
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TEST_F(SpellCritDamageBonusOrderTest, OnlyAuraMod)
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{
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EXPECT_EQ(CorrectCritOrder(1000, 30.0f, 0.0f), 2600);
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EXPECT_EQ(OldWrongCritOrder(1000, 30.0f, 0.0f), 2600);
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}
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// Only talent mod, no aura mod: both orderings match
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TEST_F(SpellCritDamageBonusOrderTest, OnlyTalentMod)
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{
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// Correct: bonus = 2000-1000 = 1000, *1.03 = 1030, +1000 = 2030
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// Old: crit_bonus = 1000*1.03 = 1030, total = 2030
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EXPECT_EQ(CorrectCritOrder(1000, 0.0f, 3.0f), 2030);
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EXPECT_EQ(OldWrongCritOrder(1000, 0.0f, 3.0f), 2030);
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}
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// Issue #24976 exact scenario: Hunter Steady Shot with Fine Light Crossbow
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//
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// damage = 320, meta gem = 3% aura, Mortal Shots etc = 40% SPELLMOD
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//
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// Expected (blizzlike):
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// 200% * 1.03 = 206% → 640 * 1.03 = 659
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// 206% - 100% = 106% → 659 - 320 = 339
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// 106% * 140% = 148.4% → 339 * 1.40 = 474
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// 100% + 148.4% → 320 + 474 = 794
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// (issue reports 795 from float math; integer truncation gives 794)
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//
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// Old (wrong):
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// crit_bonus = 320 * 1.40 = 448
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// damage = 320 + 448 = 768
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// 768 * 1.03 = 791
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TEST_F(SpellCritDamageBonusOrderTest, Issue24976_HunterSteadyShot)
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{
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int32 damage = 320;
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float auraMod = 3.0f; // meta gem: +3% crit damage
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float talentMod = 40.0f; // Mortal Shots etc: +40% SPELLMOD_CRIT_DAMAGE_BONUS
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EXPECT_EQ(OldWrongCritOrder(damage, auraMod, talentMod), 791);
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EXPECT_EQ(CorrectCritOrder(damage, auraMod, talentMod), 794);
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EXPECT_GT(CorrectCritOrder(damage, auraMod, talentMod),
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OldWrongCritOrder(damage, auraMod, talentMod));
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}
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// Both modifiers with larger values: difference becomes more pronounced
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TEST_F(SpellCritDamageBonusOrderTest, BothMods_LargerValues)
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{
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int32 damage = 1000;
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float auraMod = 3.0f;
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float talentMod = 40.0f;
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// Correct: 2000*1.03=2060, bonus=1060, *1.40=1484, +1000=2484
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EXPECT_EQ(CorrectCritOrder(damage, auraMod, talentMod), 2484);
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// Wrong: 1000*1.40=1400, total=2400, *1.03=2472
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EXPECT_EQ(OldWrongCritOrder(damage, auraMod, talentMod), 2472);
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EXPECT_GT(CorrectCritOrder(damage, auraMod, talentMod),
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OldWrongCritOrder(damage, auraMod, talentMod));
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}
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