From f8c5c9a46815be217be7d0a48e7dbed6960e8f7a Mon Sep 17 00:00:00 2001 From: blinkysc <37940565+blinkysc@users.noreply.github.com> Date: Thu, 2 Apr 2026 03:05:05 -0500 Subject: [PATCH] fix(Core/Spells): Include absorbed damage in PROC_SPELL_TYPE_DAMAGE classification (#25314) Co-authored-by: blinkysc --- src/server/game/Entities/Unit/Unit.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/server/game/Entities/Unit/Unit.cpp b/src/server/game/Entities/Unit/Unit.cpp index ad38ef15a..ce7e5c5b9 100644 --- a/src/server/game/Entities/Unit/Unit.cpp +++ b/src/server/game/Entities/Unit/Unit.cpp @@ -6771,7 +6771,7 @@ void Unit::ProcSkillsAndAuras(Unit* actor, Unit* victim, uint32 procAttacker, ui } else if (healInfo && healInfo->GetHeal()) spellTypeMask = PROC_SPELL_TYPE_HEAL; - else if (damageInfo && damageInfo->GetDamage()) + else if (damageInfo && (damageInfo->GetDamage() || damageInfo->GetAbsorb())) spellTypeMask = PROC_SPELL_TYPE_DAMAGE; else if (procSpellInfo) spellTypeMask = PROC_SPELL_TYPE_NO_DMG_HEAL;