Seems to be that damage has an additional modifier from what I can see.
Code:
if (npc->GetMinDMG() == 0 && npc->GetMaxDMG() == 0) {
int min_dmg = scale_data.min_dmg;
if (RuleB(Combat, UseNPCDamageClassLevelMods)) {
int32 class_level_damage_mod = GetClassLevelDamageMod(npc->GetLevel(), npc->GetClass());
min_dmg = (min_dmg * class_level_damage_mod) / 220;
LogNPCScaling("ClassLevelDamageMod::min_dmg base: [{}] calc: [{}]", scale_data.min_dmg, min_dmg);
}
npc->ModifyNPCStat("min_hit", std::to_string(min_dmg).c_str());
}
if (npc->GetMaxDMG() == 0) {
int max_dmg = scale_data.max_dmg;
if (RuleB(Combat, UseNPCDamageClassLevelMods)) {
int32 class_level_damage_mod = GetClassLevelDamageMod(npc->GetLevel(), npc->GetClass());
max_dmg = (scale_data.max_dmg * class_level_damage_mod) / 220;
LogNPCScaling("ClassLevelDamageMod::max_dmg base: [{}] calc: [{}]", scale_data.max_dmg, max_dmg);
}
npc->ModifyNPCStat("max_hit", std::to_string(max_dmg).c_str());
}
Code:
uint32 NpcScaleManager::GetClassLevelDamageMod(uint32 level, uint32 npc_class)
{
uint32 multiplier = 0;
switch (npc_class) {
case WARRIOR: {
if (level < 20) {
multiplier = 220;
}
else if (level < 30) {
multiplier = 230;
}
else if (level < 40) {
multiplier = 250;
}
else if (level < 53) {
multiplier = 270;
}
else if (level < 57) {
multiplier = 280;
}
else if (level < 60) {
multiplier = 290;
}
else if (level < 70) {
multiplier = 300;
}
else {
multiplier = 311;
}
break;
}
case DRUID:
case CLERIC:
case SHAMAN: {
if (level < 70) {
multiplier = 150;
}
else {
multiplier = 157;
}
break;
}
case BERSERKER:
case PALADIN:
case SHADOWKNIGHT: {
if (level < 35) {
multiplier = 210;
}
else if (level < 45) {
multiplier = 220;
}
else if (level < 51) {
multiplier = 230;
}
else if (level < 56) {
multiplier = 240;
}
else if (level < 60) {
multiplier = 250;
}
else if (level < 68) {
multiplier = 260;
}
else {
multiplier = 270;
}
break;
}
case MONK:
case BARD:
case ROGUE:
case BEASTLORD: {
if (level < 51) {
multiplier = 180;
}
else if (level < 58) {
multiplier = 190;
}
else if (level < 70) {
multiplier = 200;
}
else {
multiplier = 210;
}
break;
}
case RANGER: {
if (level < 58) {
multiplier = 200;
}
else if (level < 70) {
multiplier = 210;
}
else {
multiplier = 220;
}
break;
}
case MAGICIAN:
case WIZARD:
case NECROMANCER:
case ENCHANTER: {
if (level < 70) {
multiplier = 120;
}
else {
multiplier = 127;
}
break;
}
default: {
if (level < 35) {
multiplier = 210;
}
else if (level < 45) {
multiplier = 220;
}
else if (level < 51) {
multiplier = 230;
}
else if (level < 56) {
multiplier = 240;
}
else if (level < 60) {
multiplier = 250;
}
else {
multiplier = 260;
}
break;
}
}
return multiplier;
}