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