Revisions to how charm works.
Optional SQL for rules
debug msg removed
Merge pull request #122 from KayenEQ/master

Revisions to how charm works.
Fix for SQL
Merge pull request #124 from KayenEQ/master

Fix for SQL
Added lower bounds for chance of charm fading.
Parsed on live to be approximately no lower
than 5% regardless of level difference.
Merge pull request #125 from KayenEQ/master

Added lower bounds for chance of charm fading.
Melee Crits, HoTs, DoTs messages should now filter correctly

Clients that also support seeing others DoTs will now see them
if they don't filter them.

    Note: HoTs 'mine only' doesn't seem to be different from 'show'
Implemented deadly strikes and increase rogue throwing crit rate

New rules:
	Combat:RogueCritThrowingChance, Combat:RogueDeadlyStrikeChance, Combat:RogueDeadlyStrikeMod
Rogue throwing crit rate is rather ridiculous. These rules might need tweaking
but they gave me fairly live-like results, even with AA added
Optimized EntityList::AddHealAggro