Description
Current Behaviour
If I gain an aura of enum 79, gaining % damage increase, it will both increase my weapon damage as well as the total damage of abilities that are based on weapon damage, if they do not deal physical damage (frost strike).
This means that an ability that deals its damage based on your weapon damage and deals magic damage will double dip this effect, causing them to deal significantly too much damage.
Expected Behaviour
When I gain a damage buff that increases my percentage damage dealt, the total damage should be increased by the amount of the buff
Source
No response
Steps to reproduce the problem
1: Cast Frost Strike on a training dummy
2: Give yourself a % damage increase that is done via aura enum 79 (higher is better to demonstrate -- Blood presence works fine though to verify this issue)
3: Cast Frost Strike again on the same training dummy
In my example runs I get the following results
1: Frost strike for 1278 on a target dummy
2: Gain a 799% damage buff
3: Frost Strike for 99288 on the same target dummy, an increase of 7769%
Again with a different buff
2a: Gain a 1999% damage buff
3a: Frost Strike for 538923 on the same target dummy, an increase of 42169%
This result can be observed on any physical weapon damage % ability in the game if you change its damage type to anything besides physical
Extra Notes
if you flip the bool for whether to consider percentage damage increases for weapon damage based abilities at SpellEffects.cpp at line 3623
weaponDamage = m_caster->CalculateDamage(m_attackType, normalized, true);
to
weaponDamage = m_caster->CalculateDamage(m_attackType, normalized, false);
weapon damage based magic abilities will work properly, but physical weapon damage based abilities will then deal significantly too little damage when you gain a % damage buff
AC rev. hash/commit
Operating system
Windows 10
Custom changes or Modules
No response