Spell Damage Increase

Spell.cs

line:188

public virtual int GetNewAosDamage(int bonus, int dice, int sides, bool playerVsPlayer, double scalar, IDamageable damageable)
{
Mobile target = damageable as Mobile;

int damage = Utility.Dice(dice, sides, bonus) * 100;

int inscribeSkill = GetInscribeFixed(m_Caster);
int scribeBonus = inscribeSkill >= 1000 ? 10 : inscribeSkill / 200;

int damageBonus = scribeBonus +
(Caster.Int / 10) +
SpellHelper.GetSpellDamageBonus(m_Caster, target, CastSkill, playerVsPlayer);

int evalSkill = GetDamageFixed(m_Caster);
int evalScale = 30 + ((9 * evalSkill) / 100);

damage = AOS.Scale(damage, evalScale);
damage = AOS.Scale(damage, 100 + damageBonus);
damage = AOS.Scale(damage, (int)(scalar * 100));

return damage / 100;
}
[doublepost=1528228729][/doublepost]Weapon Damage Increase

BaseWeapon.cs

Line:3599

public virtual double ScaleDamageAOS(Mobile attacker, double damage, bool checkSkills)

/*code below*/


* The following are damage modifiers whose effect shows on the status bar.
* Capped at 100% total.
*/
int damageBonus = AosAttributes.GetValue(attacker, AosAttribute.WeaponDamage);

if (damageBonus > 100)
{
damageBonus = 100;
}
#endregion

double totalBonus = strengthBonus + anatomyBonus + tacticsBonus + lumberBonus +
((GetDamageBonus() + damageBonus) / 100.0);

return damage + (int)(damage * totalBonus);
}
 
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