diff --git a/src/server/game/Entities/Unit/StatSystem.cpp b/src/server/game/Entities/Unit/StatSystem.cpp index e5eee789263..58161d859eb 100644 --- a/src/server/game/Entities/Unit/StatSystem.cpp +++ b/src/server/game/Entities/Unit/StatSystem.cpp @@ -451,7 +451,7 @@ void Player::UpdateBlockPercentage() value = value < 0.0f ? 0.0f : value; } - SetStatFloatValue(PLAYER_FIELD_PLAYER_FLAGS, value); + SetStatFloatValue(PLAYER_FIELD_BLOCK_PERCENTAGE, value); } void Player::UpdateCritPercentage(WeaponAttackType attType) diff --git a/src/server/game/Entities/Unit/Unit.cpp b/src/server/game/Entities/Unit/Unit.cpp index 85047b89bf1..a2cb376603f 100644 --- a/src/server/game/Entities/Unit/Unit.cpp +++ b/src/server/game/Entities/Unit/Unit.cpp @@ -2634,7 +2634,7 @@ float Unit::GetUnitBlockChance() const { Item* tmpitem = player->GetUseableItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND); if (tmpitem && !tmpitem->IsBroken()) - return GetFloatValue(PLAYER_FIELD_PLAYER_FLAGS); + return GetFloatValue(PLAYER_FIELD_BLOCK_PERCENTAGE); } // is player but has no block ability or no not broken shield equipped return 0.0f;