PlayerCombatStats dex penalty applied correctly
This commit is contained in:
@@ -182,8 +182,7 @@ public class PlayerCombatStats {
|
|||||||
|
|
||||||
if(weapon != null && weapon.getItemBase().isStrBased()){
|
if(weapon != null && weapon.getItemBase().isStrBased()){
|
||||||
atr = (((primaryStat / 2) + (skillLevel * 4 + masteryLevel * 3) + prefixValues) * preciseRune + atrEnchants) * (1.0f + stanceValue);
|
atr = (((primaryStat / 2) + (skillLevel * 4 + masteryLevel * 3) + prefixValues) * preciseRune + atrEnchants) * (1.0f + stanceValue);
|
||||||
atr += 1;
|
atr = (float) Math.round(atr);
|
||||||
atr = (float) Math.ceil(atr);
|
|
||||||
}else {
|
}else {
|
||||||
float dexterity = getDexAfterPenalty(this.owner);
|
float dexterity = getDexAfterPenalty(this.owner);
|
||||||
atr = dexterity / 2;
|
atr = dexterity / 2;
|
||||||
@@ -193,7 +192,7 @@ public class PlayerCombatStats {
|
|||||||
atr *= preciseRune;
|
atr *= preciseRune;
|
||||||
atr += atrEnchants;
|
atr += atrEnchants;
|
||||||
atr *= 1.0f + stanceValue;
|
atr *= 1.0f + stanceValue;
|
||||||
atr = (float) Math.ceil(atr);
|
atr = (float) Math.round(atr);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
@@ -541,7 +540,6 @@ public class PlayerCombatStats {
|
|||||||
masterySkill = this.owner.skills.get(masteryName).getModifiedAmount();
|
masterySkill = this.owner.skills.get(masteryName).getModifiedAmount();
|
||||||
|
|
||||||
float dexterity = getDexAfterPenalty(this.owner);
|
float dexterity = getDexAfterPenalty(this.owner);
|
||||||
//dexterity += this.owner.bonuses.getFloat(Enum.ModType.Attr, Enum.SourceType.Dexterity);
|
|
||||||
|
|
||||||
float luckyRune = 1.0f;
|
float luckyRune = 1.0f;
|
||||||
for(CharacterRune rune : this.owner.runes){
|
for(CharacterRune rune : this.owner.runes){
|
||||||
@@ -577,16 +575,19 @@ public class PlayerCombatStats {
|
|||||||
else if(this.owner.charItemManager != null && this.owner.charItemManager.getEquipped(2) != null && !this.owner.charItemManager.getEquipped(2).getItemBase().isShield())
|
else if(this.owner.charItemManager != null && this.owner.charItemManager.getEquipped(2) != null && !this.owner.charItemManager.getEquipped(2).getItemBase().isShield())
|
||||||
blockSkill = 0;
|
blockSkill = 0;
|
||||||
|
|
||||||
|
//Defense = (1+Armor skill / 50) * Armor defense + (1 + Block skill / 100) * Shield defense
|
||||||
|
// + (Primary weapon skill / 2) + (Weapon mastery skill/ 2) + ROUND((Dexterity-Dex penalty),0) * 2 + Flat bonuses from rings or cloth
|
||||||
|
|
||||||
float defense = (1 + armorSkill/ 50) * armorDefense;
|
float defense = (1 + armorSkill/ 50) * armorDefense;
|
||||||
defense += (1 + blockSkill / 100) * shieldDefense;
|
defense += (1 + blockSkill / 100) * shieldDefense;
|
||||||
defense += (weaponSkill / 2);
|
defense += (weaponSkill / 2);
|
||||||
defense += (masterySkill / 2);
|
defense += (masterySkill / 2);
|
||||||
defense += dexterity * 2;
|
defense += dexterity * 2;
|
||||||
defense *= luckyRune;
|
|
||||||
defense += flatBonuses;
|
defense += flatBonuses;
|
||||||
|
defense *= luckyRune;
|
||||||
defense *= stanceMod;
|
defense *= stanceMod;
|
||||||
defense = (int)defense;
|
defense = Math.round(defense);
|
||||||
this.defense = (int)defense;
|
this.defense = (int) defense;
|
||||||
}
|
}
|
||||||
|
|
||||||
public static float calculateModifiedSkill(String skillName, PlayerCharacter pc) {
|
public static float calculateModifiedSkill(String skillName, PlayerCharacter pc) {
|
||||||
@@ -680,7 +681,7 @@ public class PlayerCombatStats {
|
|||||||
for(Item equipped : pc.charItemManager.getEquipped().values()){
|
for(Item equipped : pc.charItemManager.getEquipped().values()){
|
||||||
ItemBase ib = equipped.getItemBase();
|
ItemBase ib = equipped.getItemBase();
|
||||||
if(ib.isHeavyArmor() || ib.isLightArmor() || ib.isMediumArmor()){
|
if(ib.isHeavyArmor() || ib.isLightArmor() || ib.isMediumArmor()){
|
||||||
penaltyFactor += (ib.dexReduction);
|
penaltyFactor += ib.dexReduction;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -689,7 +690,8 @@ public class PlayerCombatStats {
|
|||||||
|
|
||||||
float totalPenalty = dex * penaltyFactor;
|
float totalPenalty = dex * penaltyFactor;
|
||||||
|
|
||||||
return Math.round(dex - totalPenalty);
|
float returnedDex = Math.round(dex - totalPenalty);
|
||||||
|
return (int) returnedDex;
|
||||||
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
Reference in New Issue
Block a user