Core/Mechanics: Cap armorPen to maxArmorPen
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@@ -1584,7 +1584,7 @@ uint32 Unit::CalcArmorReducedDamage(Unit* victim, const uint32 damage, SpellInfo
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// Figure out how much armor do we ignore
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float armorPen = CalculatePctF(maxArmorPen, ToPlayer()->GetRatingBonusValue(CR_ARMOR_PENETRATION));
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// Got the value, apply it
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armor -= armorPen;
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armor -= std::min(armorPen, maxArmorPen);
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}
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if (armor < 0.0f)
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