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					@ -7,6 +7,7 @@ import org.pmw.tinylog.Logger;
				@@ -7,6 +7,7 @@ import org.pmw.tinylog.Logger;
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					import java.util.ArrayList; | 
				
			
			
		
	
		
			
				
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					import java.util.HashMap; | 
				
			
			
		
	
		
			
				
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					import java.util.concurrent.ConcurrentHashMap; | 
				
			
			
		
	
		
			
				
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					public class PlayerCombatStats { | 
				
			
			
		
	
		
			
				
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					@ -534,10 +535,10 @@ public class PlayerCombatStats {
				@@ -534,10 +535,10 @@ public class PlayerCombatStats {
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					            masteryName = weapon.getItemBase().getMastery(); | 
				
			
			
		
	
		
			
				
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					        } | 
				
			
			
		
	
		
			
				
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					        if(this.owner.skills.containsKey(skillName)) | 
				
			
			
		
	
		
			
				
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					            weaponSkill = this.owner.skills.get(skillName).getModifiedAmount(); | 
				
			
			
		
	
		
			
				
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					            weaponSkill = this.owner.skills.get(skillName).getSkillPercentFromTrains();//calculateModifiedSkill(skillName,this.owner);//this.owner.skills.get(skillName).getModifiedAmount();
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					        if(this.owner.skills.containsKey(masteryName)) | 
				
			
			
		
	
		
			
				
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					            masterySkill = this.owner.skills.get(masteryName).getModifiedAmount(); | 
				
			
			
		
	
		
			
				
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					            masterySkill = this.owner.skills.get(masteryName).getSkillPercentFromTrains();//calculateModifiedSkill(masteryName,this.owner);//this.owner.skills.get(masteryName).getModifiedAmount();
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					        float dexterity = getDexAfterPenalty(this.owner); | 
				
			
			
		
	
		
			
				
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					@ -578,7 +579,7 @@ public class PlayerCombatStats {
				@@ -578,7 +579,7 @@ public class PlayerCombatStats {
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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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					        float defense = (1 + armorSkill/ 50) * armorDefense; | 
				
			
			
		
	
		
			
				
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					        float defense = (1 + armorSkill / 50) * armorDefense; | 
				
			
			
		
	
		
			
				
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					        defense += (1 + blockSkill / 100) * shieldDefense; | 
				
			
			
		
	
		
			
				
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					        defense += (weaponSkill / 2); | 
				
			
			
		
	
		
			
				
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					        defense += (masterySkill / 2); | 
				
			
			
		
	
	
		
			
				
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					@ -586,7 +587,9 @@ public class PlayerCombatStats {
				@@ -586,7 +587,9 @@ public class PlayerCombatStats {
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					        defense += flatBonuses; | 
				
			
			
		
	
		
			
				
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					        defense *= luckyRune; | 
				
			
			
		
	
		
			
				
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					        defense *= stanceMod; | 
				
			
			
		
	
		
			
				
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					        defense = Math.round(defense); | 
				
			
			
		
	
		
			
				
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					        this.defense = (int) defense; | 
				
			
			
		
	
		
			
				
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					    } | 
				
			
			
		
	
		
			
				
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					@ -664,7 +667,7 @@ public class PlayerCombatStats {
				@@ -664,7 +667,7 @@ public class PlayerCombatStats {
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					            modAmount *= (1 + pc.getBonuses().getFloatPercentAll(Enum.ModType.Skill, sourceType)); | 
				
			
			
		
	
		
			
				
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					        } | 
				
			
			
		
	
		
			
				
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					        float modifiedAmount = Math.round(modAmount); | 
				
			
			
		
	
		
			
				
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					        float modifiedAmount = (float) Math.round(modAmount); | 
				
			
			
		
	
		
			
				
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					        return modifiedAmount; | 
				
			
			
		
	
		
			
				
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					    } | 
				
			
			
		
	
	
		
			
				
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