|  |  |  | @ -3580,19 +3580,16 @@ public void dismissNecroPets() {@@ -3580,19 +3580,16 @@ public void dismissNecroPets() { | 
			
		
	
		
			
				
					|  |  |  |  | 			conVal += Math.round(this.bonuses.getFloat(ModType.Attr, SourceType.Constitution)); | 
			
		
	
		
			
				
					|  |  |  |  | 			intVal += Math.round(this.bonuses.getFloat(ModType.Attr, SourceType.Intelligence)); | 
			
		
	
		
			
				
					|  |  |  |  | 			spiVal += Math.round(this.bonuses.getFloat(ModType.Attr, SourceType.Spirit)); | 
			
		
	
		
			
				
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					|  |  |  |  | 			// apply dex penalty for armor
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					|  |  |  |  | 			dexVal *= this.dexPenalty; | 
			
		
	
		
			
				
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					|  |  |  |  | 			// modify percent amounts. DO THIS LAST!
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					|  |  |  |  | 			strVal *= (1 +Math.round(this.bonuses.getFloatPercentAll(ModType.Attr, SourceType.Strength))); | 
			
		
	
		
			
				
					|  |  |  |  | 			dexVal *= (1 +Math.round(this.bonuses.getFloatPercentAll(ModType.Attr, SourceType.Dexterity))); | 
			
		
	
		
			
				
					|  |  |  |  | 			conVal *= (1 + Math.round(this.bonuses.getFloatPercentAll(ModType.Attr, SourceType.Constitution))); | 
			
		
	
		
			
				
					|  |  |  |  | 			intVal *= (1+Math.round(this.bonuses.getFloatPercentAll(ModType.Attr, SourceType.Intelligence))); | 
			
		
	
		
			
				
					|  |  |  |  | 			spiVal *= (1+Math.round(this.bonuses.getFloatPercentAll(ModType.Attr, SourceType.Spirit))); | 
			
		
	
		
			
				
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					|  |  |  |  | 			//boons?
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					|  |  |  |  | 				strVal *= (1 + this.bonuses.getFloatPercentAll(ModType.Attr, SourceType.Strength)); | 
			
		
	
		
			
				
					|  |  |  |  | 				dexVal *= (1 + this.bonuses.getFloatPercentAll(ModType.Attr, SourceType.Dexterity)); | 
			
		
	
		
			
				
					|  |  |  |  | 				conVal *= (1 + this.bonuses.getFloatPercentAll(ModType.Attr, SourceType.Constitution)); | 
			
		
	
		
			
				
					|  |  |  |  | 				intVal *= (1 + this.bonuses.getFloatPercentAll(ModType.Attr, SourceType.Intelligence)); | 
			
		
	
		
			
				
					|  |  |  |  | 				spiVal *= (1 + this.bonuses.getFloatPercentAll(ModType.Attr, SourceType.Spirit)); | 
			
		
	
		
			
				
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					|  |  |  |  | 		} else | 
			
		
	
		
			
				
					|  |  |  |  | 			// apply dex penalty for armor
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