fortitudes handled after resist calculations
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@@ -393,8 +393,6 @@ public class Resists {
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* Expects heals as negative damage and damage as positive damage for fortitudes.
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* Expects heals as negative damage and damage as positive damage for fortitudes.
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*/
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*/
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public float getResistedDamage(AbstractCharacter source, AbstractCharacter target, DamageType type, float damage, int trains) {
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public float getResistedDamage(AbstractCharacter source, AbstractCharacter target, DamageType type, float damage, int trains) {
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//handle fortitudes
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damage = handleFortitude(target, type, damage);
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//calculate armor piercing
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//calculate armor piercing
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float ap = source.getBonuses().getFloatPercentAll(ModType.ArmorPiercing, SourceType.None);
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float ap = source.getBonuses().getFloatPercentAll(ModType.ArmorPiercing, SourceType.None);
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float damageAfterResists = damage * (1 - (this.getResist(type, trains) * 0.01f) + ap);
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float damageAfterResists = damage * (1 - (this.getResist(type, trains) * 0.01f) + ap);
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@@ -417,6 +415,8 @@ public class Resists {
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}
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}
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target.cancelOnTakeDamage(type, (damageAfterResists));
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target.cancelOnTakeDamage(type, (damageAfterResists));
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}
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}
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//handle fortitudes last
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damageAfterResists = handleFortitude(target, type, damageAfterResists);
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return damageAfterResists;
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return damageAfterResists;
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}
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}
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