Paragon: give class 12 intrinsic AP and SP scaling from stats

Stock 3.3.5 hardcodes per-class stat -> AP/SP formulas in
Player::UpdateAttackPowerAndDamage and Unit::SpellBase{Damage,Healing}BonusDone,
so class 12 fell into the default branches and ended up with 0 AP and 0 SP
regardless of STR / AGI / INT / SPI. The character sheet, combat log, and
ability damage all reflected this, and Mental Quickness-style AP->SP plumbing
silently no-oped on Paragon characters.

Add Paragon-specific branches in core (no PlayerScript hooks - those caused
SIGSEGVs when the new mid-list enum entry shifted later hook ordinals and
broke vtable dispatch):

- StatSystem.cpp: melee and ranged AP = level*2 + STR + AGI - 20, mirroring
  the formula the UI patch already advertises in tooltips.
- Unit.cpp:       intrinsic SP    = level*2 + INT + SPI - 20 (clamped >=0),
  added symmetrically to SpellBaseDamageBonusDone and
  SpellBaseHealingBonusDone so the single advertised Spell Power value the
  character sheet renders matches what spells actually use in combat.

Drop the now-unused UnitDefines.h include in Paragon_SC.cpp - it was only
needed by the AP PlayerScript hook that was rolled back in favor of the
core change.

Co-authored-by: Cursor <cursoragent@cursor.com>
This commit is contained in:
Docker Build
2026-05-09 20:39:23 -04:00
parent 34cc87a5f9
commit 8abd40f217
3 changed files with 40 additions and 1 deletions
-1
View File
@@ -15,7 +15,6 @@
#include "SharedDefines.h" #include "SharedDefines.h"
#include "SpellScript.h" #include "SpellScript.h"
#include "SpellScriptLoader.h" #include "SpellScriptLoader.h"
#include "UnitDefines.h"
#include "WorldPacket.h" #include "WorldPacket.h"
#include "WorldSession.h" #include "WorldSession.h"
@@ -385,6 +385,13 @@ void Player::UpdateAttackPowerAndDamage(bool ranged)
break; break;
} }
} }
else if (getClass() == CLASS_PARAGON)
{
// Fractured class 12: same hybrid curve as requested for Paragon UI
// (level*2 + AGI + STR - 20). Implemented in core so we do not rely
// on PlayerScript hooks in this hot path.
val2 = level * 2.0f + GetStat(STAT_AGILITY) + GetStat(STAT_STRENGTH) - 20.0f;
}
else else
{ {
val2 = GetStat(STAT_AGILITY) - 10.0f; val2 = GetStat(STAT_AGILITY) - 10.0f;
@@ -481,6 +488,10 @@ void Player::UpdateAttackPowerAndDamage(bool ranged)
break; break;
} }
} }
else if (getClass() == CLASS_PARAGON)
{
val2 = level * 2.0f + GetStat(STAT_STRENGTH) + GetStat(STAT_AGILITY) - 20.0f;
}
else if (IsClass(CLASS_MAGE, CLASS_CONTEXT_STATS) || IsClass(CLASS_PRIEST, CLASS_CONTEXT_STATS) || IsClass(CLASS_WARLOCK, CLASS_CONTEXT_STATS)) else if (IsClass(CLASS_MAGE, CLASS_CONTEXT_STATS) || IsClass(CLASS_PRIEST, CLASS_CONTEXT_STATS) || IsClass(CLASS_WARLOCK, CLASS_CONTEXT_STATS))
{ {
val2 = GetStat(STAT_STRENGTH) - 10.0f; val2 = GetStat(STAT_STRENGTH) - 10.0f;
+29
View File
@@ -9046,6 +9046,21 @@ int32 Unit::SpellBaseDamageBonusDone(SpellSchoolMask schoolMask)
DoneAdvertisedBenefit += ToPlayer()->GetBaseSpellPowerBonus(); DoneAdvertisedBenefit += ToPlayer()->GetBaseSpellPowerBonus();
DoneAdvertisedBenefit += ToPlayer()->GetBaseSpellDamageBonus(); DoneAdvertisedBenefit += ToPlayer()->GetBaseSpellDamageBonus();
// Fractured class 12 (Paragon) intrinsic spell power:
// SP = level*2 + INT + SPI - 20 (clamped at 0)
// Read live from current stats so character-sheet refreshes (via
// UpdateSpellDamageAndHealingBonus) and live spell casts both see the
// up-to-date value with no script hooks or m_baseSpellPower mutation.
if (ToPlayer()->getClass() == CLASS_PARAGON)
{
int32 paragonSP = int32(GetLevel()) * 2
+ int32(GetStat(STAT_INTELLECT))
+ int32(GetStat(STAT_SPIRIT))
- 20;
if (paragonSP > 0)
DoneAdvertisedBenefit += paragonSP;
}
// Damage bonus from stats // Damage bonus from stats
AuraEffectList const& mDamageDoneOfStatPercent = GetAuraEffectsByType(SPELL_AURA_MOD_SPELL_DAMAGE_OF_STAT_PERCENT); AuraEffectList const& mDamageDoneOfStatPercent = GetAuraEffectsByType(SPELL_AURA_MOD_SPELL_DAMAGE_OF_STAT_PERCENT);
for (AuraEffectList::const_iterator i = mDamageDoneOfStatPercent.begin(); i != mDamageDoneOfStatPercent.end(); ++i) for (AuraEffectList::const_iterator i = mDamageDoneOfStatPercent.begin(); i != mDamageDoneOfStatPercent.end(); ++i)
@@ -9803,6 +9818,20 @@ int32 Unit::SpellBaseHealingBonusDone(SpellSchoolMask schoolMask)
AdvertisedBenefit += ToPlayer()->GetBaseSpellPowerBonus(); AdvertisedBenefit += ToPlayer()->GetBaseSpellPowerBonus();
AdvertisedBenefit += ToPlayer()->GetBaseSpellHealingBonus(); AdvertisedBenefit += ToPlayer()->GetBaseSpellHealingBonus();
// Fractured class 12 (Paragon) intrinsic spell power: same level*2 +
// INT + SPI - 20 floor as on the damage side (the character sheet
// shows a single Spell Power value, so both sides must add the same
// bonus).
if (ToPlayer()->getClass() == CLASS_PARAGON)
{
int32 paragonSP = int32(GetLevel()) * 2
+ int32(GetStat(STAT_INTELLECT))
+ int32(GetStat(STAT_SPIRIT))
- 20;
if (paragonSP > 0)
AdvertisedBenefit += paragonSP;
}
// Healing bonus from stats // Healing bonus from stats
AuraEffectList const& mHealingDoneOfStatPercent = GetAuraEffectsByType(SPELL_AURA_MOD_SPELL_HEALING_OF_STAT_PERCENT); AuraEffectList const& mHealingDoneOfStatPercent = GetAuraEffectsByType(SPELL_AURA_MOD_SPELL_HEALING_OF_STAT_PERCENT);
for (AuraEffectList::const_iterator i = mHealingDoneOfStatPercent.begin(); i != mHealingDoneOfStatPercent.end(); ++i) for (AuraEffectList::const_iterator i = mHealingDoneOfStatPercent.begin(); i != mHealingDoneOfStatPercent.end(); ++i)