def formula
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@@ -532,7 +532,7 @@ public class PlayerCombatStats {
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}
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for(String armorUsed : armorsUsed){
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if(this.owner.skills.containsKey(armorUsed)) {
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armorSkill += calculateBuffedSkillLevel(armorUsed,this.owner);
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armorSkill += this.owner.skills.get(armorUsed).getModifiedAmount();//calculateBuffedSkillLevel(armorUsed,this.owner);
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}
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}
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if(armorsUsed.size() > 0)
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@@ -572,10 +572,10 @@ 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 = calculateBuffedSkillLevel(skillName,this.owner);//this.owner.skills.get(skillName).getModifiedAmount();//calculateModifiedSkill(skillName,this.owner);//this.owner.skills.get(skillName).getModifiedAmount();
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weaponSkill = this.owner.skills.get(skillName).getModifiedAmount();//calculateBuffedSkillLevel(skillName,this.owner);//this.owner.skills.get(skillName).getModifiedAmount();//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 = calculateBuffedSkillLevel(masteryName,this.owner);//this.owner.skills.get(masteryName).getModifiedAmount();//calculateModifiedSkill(masteryName,this.owner);//this.owner.skills.get(masteryName).getModifiedAmount();
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masterySkill = this.owner.skills.get(masteryName).getModifiedAmount();//calculateBuffedSkillLevel(masteryName,this.owner);//this.owner.skills.get(masteryName).getModifiedAmount();//calculateModifiedSkill(masteryName,this.owner);//this.owner.skills.get(masteryName).getModifiedAmount();
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float dexterity = getDexAfterPenalty(this.owner);
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@@ -613,16 +613,11 @@ public class PlayerCombatStats {
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else if(this.owner.charItemManager != null && this.owner.charItemManager.getEquipped(2) != null && !this.owner.charItemManager.getEquipped(2).getItemBase().isShield())
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blockSkill = 0;
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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 = 0;
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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.getType().equals(Enum.ItemType.ARMOR) && !ib.isShield()){
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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 + ModArmorskill / 50) * TotalArmorDef + “if shield” (1 + ModBlockskill / 100 * ShieldDef) + modifiedweaponskill/2 “unarmed if no weapon equipped”
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// + modifiedweaponmastery/2 + ModifiedDex * 2 + Flatdefensemodifiers ) * 1.05 “if lucky” * Stancemodifier
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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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