PlayerCombatStats dex penalty applied correctly
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@@ -7,6 +7,7 @@ import org.pmw.tinylog.Logger;
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import java.util.ArrayList;
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import java.util.ArrayList;
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import java.util.HashMap;
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import java.util.HashMap;
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import java.util.concurrent.ConcurrentHashMap;
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public class PlayerCombatStats {
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public class PlayerCombatStats {
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@@ -534,10 +535,10 @@ public class PlayerCombatStats {
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masteryName = weapon.getItemBase().getMastery();
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masteryName = weapon.getItemBase().getMastery();
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}
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}
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if(this.owner.skills.containsKey(skillName))
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if(this.owner.skills.containsKey(skillName))
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weaponSkill = this.owner.skills.get(skillName).getModifiedAmount();
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weaponSkill = this.owner.skills.get(skillName).getSkillPercentFromTrains();//calculateModifiedSkill(skillName,this.owner);//this.owner.skills.get(skillName).getModifiedAmount();
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if(this.owner.skills.containsKey(masteryName))
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if(this.owner.skills.containsKey(masteryName))
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masterySkill = this.owner.skills.get(masteryName).getModifiedAmount();
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masterySkill = this.owner.skills.get(masteryName).getSkillPercentFromTrains();//calculateModifiedSkill(masteryName,this.owner);//this.owner.skills.get(masteryName).getModifiedAmount();
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float dexterity = getDexAfterPenalty(this.owner);
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float dexterity = getDexAfterPenalty(this.owner);
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@@ -578,7 +579,7 @@ public class PlayerCombatStats {
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//Defense = (1+Armor skill / 50) * Armor defense + (1 + Block skill / 100) * Shield defense
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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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// + (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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float defense = (1 + armorSkill / 50) * armorDefense;
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defense += (1 + blockSkill / 100) * shieldDefense;
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defense += (1 + blockSkill / 100) * shieldDefense;
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defense += (weaponSkill / 2);
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defense += (weaponSkill / 2);
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defense += (masterySkill / 2);
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defense += (masterySkill / 2);
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@@ -586,7 +587,9 @@ public class PlayerCombatStats {
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defense += flatBonuses;
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defense += flatBonuses;
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defense *= luckyRune;
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defense *= luckyRune;
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defense *= stanceMod;
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defense *= stanceMod;
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defense = Math.round(defense);
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defense = Math.round(defense);
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this.defense = (int) defense;
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this.defense = (int) defense;
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}
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}
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@@ -664,7 +667,7 @@ public class PlayerCombatStats {
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modAmount *= (1 + pc.getBonuses().getFloatPercentAll(Enum.ModType.Skill, sourceType));
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modAmount *= (1 + pc.getBonuses().getFloatPercentAll(Enum.ModType.Skill, sourceType));
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}
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}
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float modifiedAmount = Math.round(modAmount);
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float modifiedAmount = (float) Math.round(modAmount);
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return modifiedAmount;
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return modifiedAmount;
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}
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}
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