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);
}