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Per creature spell damage modifier?
Post: #1
Just recently started playing with wow emulation for the first time(due to rebirth downtime). I was interested in finding out how much of the WoW gameplay could be manipulated from the the server.

My first goal is to move Deadmines to level 60, and increase difficulty and loot to match or even surpass a regular level 60 dungeon. I was thinking more along the lines of heroic like difficulty

After looking through the code a bit i stumbled upon the new stats system. All I had to do to scale HP/Mana/armor/meleedmg scale with npc level was to enable it in creature_template for all the npcs in Deadmines, by changing the ArmorMultiplier from -1 to 1, and play around a bit with the Damage and Health Modifiers.

But I quickly noticed that the spelldamage wasn't scaling with DamageModifier. I suppose I could change the rank of the spells the mobs are using, one by one. But this might not always be enough: for example I changed Fireblast to highest rank on the Defias Squallshaper but would like it to do about twice the damage to match my intended difficulty.

Does anyone know of a way to accomplish this?
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Post: #2
The spells used by NPCs are defined by ACID in the creature_ai_scripts table. You can only use spells that are already existing in the DBC files of your client. So if no spell matches your need, you are mostly stuck.

Another option is to change the creature spell damage in the mangosd.conf file but this would be for all creatures of the same rank (all elite, all bossworld...).
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Post: #3
Thanks for the quick answer.

(10-14-2014, 07:50 AM)cala Wrote: The spells used by NPCs are defined by ACID in the creature_ai_scripts table. You can only use spells that are already existing in the DBC files of your client. So if no spell matches your need, you are mostly stuck.
Yes, that's where I switched the rank of Fireblast.

(10-14-2014, 07:50 AM)cala Wrote: Another option is to change the creature spell damage in the mangosd.conf file but this would be for all creatures of the same rank (all elite, all bossworld...).
Since its possible to change the spelldamage there. It means the spelldamage outputed by a spell is calculated server side. Thats why I thought there might be a way to change it per creature as well.

Looking through the code abit more I've found the method Unit::SpellDamageBonusDone, and it looks like it takes auras of type SPELL_AURA_MOD_DAMAGE_PERCENT_DONE into account. Maybe there is a way to add such an aura to certain creatures as kind of a hacky way to get the desired effect?

Otherwise I might add a SpellDamageModifier column to the creature_template table, and try to make that work by changing the code a bit.
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