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https://ru.wowhead.com/news=196294.3...items-and-more
276 должно быть. И скорее всего кобра- нормализованная атака

Simcraft 4.3.4 Cobra Shot


// Cobra Shot Attack ========================================================

struct cobra_shot_t : public hunter_attack_t
{
double focus_gain;

cobra_shot_t( player_t* player, const std::string& options_str ) :
hunter_attack_t( "cobra_shot", player, "Cobra Shot" )
{
hunter_t* p = player -> cast_hunter();

parse_options( NULL, options_str );

weapon = &( p -> ranged_weapon );
assert( weapon -> group() == WEAPON_RANGED );

direct_power_mod = 0.017; // hardcoded into tooltip

if ( p -> sets -> set ( SET_T11_4PC_MELEE ) -> ok() )
base_execute_time -= timespan_t::from_seconds( 0.2 );

focus_gain = p -> dbc.spell( 77443 ) -> effect1().base_value();

// Needs testing
if ( p -> set_bonus.tier13_2pc_melee() )
focus_gain *= 2.0;
}

virtual bool usable_moving()
{
hunter_t* p = player -> cast_hunter();

return p -> active_aspect == ASPECT_FOX;
}

void execute()
{
hunter_attack_t::execute();

if ( result_is_hit() )
{
hunter_t* p = player -> cast_hunter();
hunter_targetdata_t* td = targetdata() -> cast_hunter();

td -> dots_serpent_sting -> extend_duration( 2 );

double focus = focus_gain;
if ( p -> talents.termination -> rank() )
{
if ( target -> health_percentage() <= p -> talents.termination -> effect2().base_value() )
focus += p -> talents.termination -> effect1().resource( RESOURCE_FOCUS );
}
p -> resource_gain( RESOURCE_FOCUS, focus, p -> gains_cobra_shot );
}
}

virtual void impact( player_t* t, int impact_result, double travel_dmg )
{
hunter_attack_t::impact( t, impact_result, travel_dmg );

trigger_tier12_2pc_melee( this );
}

void player_buff()
{
hunter_t* p = player -> cast_hunter();

hunter_attack_t::player_buff();

if ( p -> talents.careful_aim -> rank() && target -> health_percentage() > p -> talents.careful_aim -> effect2().base_value() )
{
player_crit += p -> talents.careful_aim -> effect1().percent();
}

if ( p -> buffs_sniper_training -> up() )
player_multiplier *= 1.0 + p -> buffs_sniper_training -> effect1().percent();
}
};
[свернуть]

Ни слова про 276 базового урона, или же про нормализацию атаки. Тултип кстати тоже ни слова про 276 урона.
Для сравнения Выстрел химеры

Chimera Shot

// Chimera Shot =============================================================

struct chimera_shot_t : public hunter_attack_t
{
chimera_shot_t( player_t* player, const std::string& options_str ) :
hunter_attack_t( "chimera_shot", player, "Chimera Shot" )
{
hunter_t* p = player -> cast_hunter();

check_talent( p -> talents.chimera_shot -> rank() );

parse_options( NULL, options_str );

direct_power_mod = 0.732; // hardcoded into tooltip

weapon = &( p -> ranged_weapon );
assert( weapon -> group() == WEAPON_RANGED );

base_cost += p -> talents.efficiency -> effect1().resource( RESOURCE_FOCUS );

normalize_weapon_speed = true;

cooldown -> duration += p -> glyphs.chimera_shot -> mod_additive_time( P_COOLDOWN );

consumes_tier12_4pc = true;
}


virtual void execute()
{
hunter_attack_t::execute();

if ( result_is_hit() )
{
hunter_targetdata_t* td = targetdata() -> cast_hunter();
td -> dots_serpent_sting -> refresh_duration();
}
}

virtual void impact( player_t* t, int impact_result, double travel_dmg )
{
hunter_attack_t::impact( t, impact_result, travel_dmg );

if ( impact_result == RESULT_CRIT )
trigger_piercing_shots( this, travel_dmg );
}
};
[свернуть]

normalize_weapon_speed = true; - чего нет для Выстрела кобры.