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[Rogue] Some small fixes after Beta testing, + Fix for DB Generator #42
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9f12b1a
[Rogue] Correcting Hemorrhage DoT to mirror in-game effect
TheBackstabi a912536
Merge branch 'wowsims:master' into rogue
TheBackstabi c62096c
Merge branch 'wowsims:master' into rogue
TheBackstabi f2208d9
[Rogue] Prevent Revealing Strike from stacking on itself
TheBackstabi b65cb6e
[UI] Update Expertise Per Quarter value
TheBackstabi e971054
[Rogue] Fix some Assassination bugs
TheBackstabi 449ccfb
[Rogue] VW Energy only when it hits
TheBackstabi efe2eb4
[Rogue] Add nil check for Assassin's Resolve MH weapon
TheBackstabi 2977507
Merge branch 'wowsims:master' into rogue
TheBackstabi 5d5868a
Merge branch 'wowsims:master' into rogue
TheBackstabi 73d5b10
[Core] Update MeleeHasteRatingPerHastePercent value to Level 85
TheBackstabi 8072dcb
[Core + Rogue] Add energy haste regen multiplier, and fix Restless Bl…
TheBackstabi 77827a7
Merge branch 'master' into rogue
TheBackstabi 8ada641
[Rogue] Nil checks for Restless Blades AR/KS CD Reduction
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Revealing Strike is applied to each target as a debuff right? This implementation flat buffs the rogue's next strike regardless of target. I think the right way to do this would be to register a debuff on the target, then in the various finisher calculations, check if the buff is active and apply the multiplier