PlayerCombatStats dex penalty applied correctly
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@@ -182,8 +182,7 @@ public class PlayerCombatStats {
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if(weapon != null && weapon.getItemBase().isStrBased()){
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atr = (((primaryStat / 2) + (skillLevel * 4 + masteryLevel * 3) + prefixValues) * preciseRune + atrEnchants) * (1.0f + stanceValue);
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atr += 1;
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atr = (float) Math.ceil(atr);
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atr = (float) Math.round(atr);
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}else {
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float dexterity = getDexAfterPenalty(this.owner);
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atr = dexterity / 2;
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@@ -193,7 +192,7 @@ public class PlayerCombatStats {
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atr *= preciseRune;
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atr += atrEnchants;
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atr *= 1.0f + stanceValue;
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atr = (float) Math.ceil(atr);
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atr = (float) Math.round(atr);
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}
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@@ -541,7 +540,6 @@ public class PlayerCombatStats {
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masterySkill = this.owner.skills.get(masteryName).getModifiedAmount();
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float dexterity = getDexAfterPenalty(this.owner);
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//dexterity += this.owner.bonuses.getFloat(Enum.ModType.Attr, Enum.SourceType.Dexterity);
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float luckyRune = 1.0f;
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for(CharacterRune rune : this.owner.runes){
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@@ -577,16 +575,19 @@ 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 = (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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defense += dexterity * 2;
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defense *= luckyRune;
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defense += flatBonuses;
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defense *= luckyRune;
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defense *= stanceMod;
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defense = (int)defense;
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this.defense = (int)defense;
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defense = Math.round(defense);
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this.defense = (int) defense;
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}
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public static float calculateModifiedSkill(String skillName, PlayerCharacter pc) {
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@@ -680,7 +681,7 @@ public class PlayerCombatStats {
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for(Item equipped : pc.charItemManager.getEquipped().values()){
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ItemBase ib = equipped.getItemBase();
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if(ib.isHeavyArmor() || ib.isLightArmor() || ib.isMediumArmor()){
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penaltyFactor += (ib.dexReduction);
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penaltyFactor += ib.dexReduction;
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}
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}
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@@ -689,7 +690,8 @@ public class PlayerCombatStats {
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float totalPenalty = dex * penaltyFactor;
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return Math.round(dex - totalPenalty);
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float returnedDex = Math.round(dex - totalPenalty);
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return (int) returnedDex;
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}
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}
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