reconstructed passive chance formulas
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@@ -4736,27 +4736,28 @@ public class PlayerCharacter extends AbstractCharacter {
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return 0;
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float blockBonusFromShield = 0;
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blockBonusFromShield = offHand.getItemBase().getBlockMod() * 100;
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ItemBase ib = offHand.getItemBase();
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blockBonusFromShield = ib.getBlockMod() * 5;
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for(Effect eff : offHand.effects.values()){
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for(AbstractEffectModifier mod : eff.getEffectModifiers()){
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if(mod.modType.equals(ModType.PassiveDefense)){
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float min = mod.minMod;
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int trains = eff.getTrains();
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float ramp = mod.getRamp();
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blockBonusFromShield += (min + (trains * ramp)) * 10;
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blockBonusFromShield += (min + (trains * ramp)) * 5;
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}
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}
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}
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float blockChance = ((passiveSkill.getModifiedAmount() + blockBonusFromShield) / 4) + levelDifference;
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if(this.bonuses != null)
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blockChance *= 1 + this.bonuses.getFloatPercentAll(ModType.PassiveDefense, SourceType.None);
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blockChance *= 1 + this.bonuses.getFloatPercentAll(ModType.Block, SourceType.None);
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return blockChance;
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case "Parry":
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if(!fromCombat)
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return 0;
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if(mainHand == null)
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if(mainHand == null && this.getRaceID() != 1999) // saetors can always parry using their horns
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return 0;
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int parryBonus = 0;
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@@ -4790,6 +4791,9 @@ public class PlayerCharacter extends AbstractCharacter {
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float dodgeChance = ((passiveSkill.getModifiedAmount()) / divisor) + levelDifference;
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if(this.bonuses != null)
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dodgeChance *= 1 + this.bonuses.getFloatPercentAll(ModType.Dodge, SourceType.None);
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return dodgeChance;
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default:
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return 0;
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