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					@ -578,8 +578,14 @@ public class PlayerCombatStats { | 
				
			
			
		
	
		
		
			
				
					
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					        //Defense = (1+Armor skill / 50) * Armor defense + (1 + Block skill / 100) * Shield defense
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					        //Defense = (1+Armor skill / 50) * Armor defense + (1 + Block skill / 100) * Shield defense
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					        // + (Primary weapon skill / 2) + (Weapon mastery skill/ 2) + ROUND((Dexterity-Dex penalty),0) * 2 + Flat bonuses from rings or cloth
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					        // + (Primary weapon skill / 2) + (Weapon mastery skill/ 2) + ROUND((Dexterity-Dex penalty),0) * 2 + Flat bonuses from rings or cloth
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					        float defense = 0; | 
				
			
			
				
				
			
		
	
		
		
			
				
					
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					        float defense = (1 + armorSkill / 50) * armorDefense; | 
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					        for(Item equipped : this.owner.charItemManager.getEquippedList()){ | 
				
			
			
				
				
			
		
	
		
		
	
		
		
	
		
		
			
				
					
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					            ItemBase ib = equipped.getItemBase(); | 
				
			
			
		
	
		
		
			
				
					
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					            if(ib.isHeavyArmor() || ib.isClothArmor() || ib.isMediumArmor() || ib.isLightArmor()){ | 
				
			
			
		
	
		
		
			
				
					
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					                defense += getArmorDefense(equipped,this.owner); | 
				
			
			
		
	
		
		
			
				
					
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					            } | 
				
			
			
		
	
		
		
			
				
					
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					        } | 
				
			
			
		
	
		
		
			
				
					
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					        //float defense = (1 + armorSkill / 50) * armorDefense;
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					        defense += (1 + blockSkill / 100) * shieldDefense; | 
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					        defense += (1 + blockSkill / 100) * shieldDefense; | 
				
			
			
		
	
		
		
			
				
					
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					        defense += (weaponSkill / 2); | 
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					        defense += (weaponSkill / 2); | 
				
			
			
		
	
		
		
			
				
					
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					        defense += (masterySkill / 2); | 
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					        defense += (masterySkill / 2); | 
				
			
			
		
	
	
		
		
			
				
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					@ -697,4 +703,48 @@ public class PlayerCombatStats { | 
				
			
			
		
	
		
		
			
				
					
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					        return (int) returnedDex; | 
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					        return (int) returnedDex; | 
				
			
			
		
	
		
		
			
				
					
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					    } | 
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					    } | 
				
			
			
		
	
		
		
			
				
					
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					    private static float getArmorDefense(Item armor, PlayerCharacter pc) { | 
				
			
			
		
	
		
		
			
				
					
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					        if (armor == null) | 
				
			
			
		
	
		
		
			
				
					
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					            return 0; | 
				
			
			
		
	
		
		
			
				
					
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					        ItemBase ib = armor.getItemBase(); | 
				
			
			
		
	
		
		
			
				
					
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					        if (ib == null) | 
				
			
			
		
	
		
		
			
				
					
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					            return 0; | 
				
			
			
		
	
		
		
			
				
					
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					        if (!ib.getType().equals(Enum.ItemType.ARMOR)) | 
				
			
			
		
	
		
		
			
				
					
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					            return 0; | 
				
			
			
		
	
		
		
			
				
					
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					        if (ib.getSkillRequired().isEmpty()) | 
				
			
			
		
	
		
		
			
				
					
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					            return ib.getDefense(); | 
				
			
			
		
	
		
		
			
				
					
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					        CharacterSkill armorSkill = pc.skills.get(ib.getSkillRequired()); | 
				
			
			
		
	
		
		
			
				
					
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					        if (armorSkill == null) { | 
				
			
			
		
	
		
		
			
				
					
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					            Logger.error("Player " + pc.getObjectUUID() | 
				
			
			
		
	
		
		
			
				
					
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					                    + " has armor equipped without the nescessary skill to equip it"); | 
				
			
			
		
	
		
		
			
				
					
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					            return ib.getDefense(); | 
				
			
			
		
	
		
		
			
				
					
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					        } | 
				
			
			
		
	
		
		
			
				
					
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					        float def = ib.getDefense(); | 
				
			
			
		
	
		
		
			
				
					
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					        //apply item defense bonuses
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					        if (armor != null) { | 
				
			
			
		
	
		
		
			
				
					
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					            for(Effect eff : armor.effects.values()){ | 
				
			
			
		
	
		
		
			
				
					
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					                for(AbstractEffectModifier mod : eff.getEffectModifiers()){ | 
				
			
			
		
	
		
		
			
				
					
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					                    if(mod.modType.equals(Enum.ModType.DR)){ | 
				
			
			
		
	
		
		
			
				
					
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					                        def += mod.minMod * (1+(eff.getTrains() * mod.getRamp())); | 
				
			
			
		
	
		
		
			
				
					
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					                    } | 
				
			
			
		
	
		
		
			
				
					
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					                } | 
				
			
			
		
	
		
		
			
				
					
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					            } | 
				
			
			
		
	
		
		
			
				
					
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					            //def += armor.getBonus(ModType.DR, SourceType.None);
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					            //def *= (1 + armor.getBonusPercent(ModType.DR, SourceType.None));
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					        } | 
				
			
			
		
	
		
		
			
				
					
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					        return (def * (1 + ((int) armorSkill.getModifiedAmount() / 50f))); | 
				
			
			
		
	
		
		
			
				
					
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					    } | 
				
			
			
		
	
		
		
			
				
					
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					} | 
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					} | 
				
			
			
		
	
	
		
		
			
				
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