+ // Check for Avoidance at last
+ for (int i=0;i<3;++i)
+ {
+ if(IsAreaEffectTarget(Targets(spell->EffectImplicitTargetA[i])) ||
+ IsAreaEffectTarget(Targets(spell->EffectImplicitTargetB[i])))
+ {
+ int32 avoidance = pVictim->GetTotalAuraModifier(SPELL_AURA_MOD_AOE_AVOIDANCE);
+
+ if (avoidance > 0 && roll_chance_i(avoidance))
+ return SPELL_MISS_RESIST;
+ // do not atempt to resist more than one time
+ break;
+ }
+ }
+
// Temporary solution for melee based spells and spells vs SPELL_SCHOOL_NORMAL (hit result calculated after)
for (int i=0;i<3;i++)
{