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[core] removed redundant "target" from Spell.PhysicalCritChance() and related changes
[rogue] "Close Quarters Combat" now visibly increases physical crit chance if a Dagger or Fist Weapon is equipped in the main hand (fixes #2744)
[rogue] "Focused Attacks" energyPerSecond() estimate now honors the crit cap, and possible mh/oh differences
@where-fore Does this now behave as expected (with regard to #2744)?