|  |  |  | @ -182,8 +182,7 @@ public class PlayerCombatStats {@@ -182,8 +182,7 @@ public class PlayerCombatStats { | 
			
		
	
		
			
				
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					|  |  |  |  |         if(weapon != null && weapon.getItemBase().isStrBased()){ | 
			
		
	
		
			
				
					|  |  |  |  |             atr = (((primaryStat / 2) + (skillLevel * 4 + masteryLevel * 3) + prefixValues) * preciseRune + atrEnchants) * (1.0f + stanceValue); | 
			
		
	
		
			
				
					|  |  |  |  |             atr += 1; | 
			
		
	
		
			
				
					|  |  |  |  |             atr = (float) Math.ceil(atr); | 
			
		
	
		
			
				
					|  |  |  |  |             atr = (float) Math.round(atr); | 
			
		
	
		
			
				
					|  |  |  |  |         }else { | 
			
		
	
		
			
				
					|  |  |  |  |             float dexterity = getDexAfterPenalty(this.owner); | 
			
		
	
		
			
				
					|  |  |  |  |             atr = dexterity / 2; | 
			
		
	
	
		
			
				
					|  |  |  | @ -193,7 +192,7 @@ public class PlayerCombatStats {@@ -193,7 +192,7 @@ public class PlayerCombatStats { | 
			
		
	
		
			
				
					|  |  |  |  |             atr *= preciseRune; | 
			
		
	
		
			
				
					|  |  |  |  |             atr += atrEnchants; | 
			
		
	
		
			
				
					|  |  |  |  |             atr *= 1.0f + stanceValue; | 
			
		
	
		
			
				
					|  |  |  |  |             atr = (float) Math.ceil(atr); | 
			
		
	
		
			
				
					|  |  |  |  |             atr = (float) Math.round(atr); | 
			
		
	
		
			
				
					|  |  |  |  |         } | 
			
		
	
		
			
				
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					|  |  |  | @ -541,7 +540,6 @@ public class PlayerCombatStats {@@ -541,7 +540,6 @@ public class PlayerCombatStats { | 
			
		
	
		
			
				
					|  |  |  |  |             masterySkill = this.owner.skills.get(masteryName).getModifiedAmount(); | 
			
		
	
		
			
				
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					|  |  |  |  |         float dexterity = getDexAfterPenalty(this.owner); | 
			
		
	
		
			
				
					|  |  |  |  |         //dexterity += this.owner.bonuses.getFloat(Enum.ModType.Attr, Enum.SourceType.Dexterity);
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					|  |  |  |  |         float luckyRune = 1.0f; | 
			
		
	
		
			
				
					|  |  |  |  |         for(CharacterRune rune : this.owner.runes){ | 
			
		
	
	
		
			
				
					|  |  |  | @ -577,16 +575,19 @@ public class PlayerCombatStats {@@ -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()) | 
			
		
	
		
			
				
					|  |  |  |  |             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; | 
			
		
	
		
			
				
					|  |  |  |  |         defense += (1 + blockSkill / 100) * shieldDefense; | 
			
		
	
		
			
				
					|  |  |  |  |         defense += (weaponSkill / 2); | 
			
		
	
		
			
				
					|  |  |  |  |         defense += (masterySkill / 2); | 
			
		
	
		
			
				
					|  |  |  |  |         defense += dexterity * 2; | 
			
		
	
		
			
				
					|  |  |  |  |         defense *= luckyRune; | 
			
		
	
		
			
				
					|  |  |  |  |         defense += flatBonuses; | 
			
		
	
		
			
				
					|  |  |  |  |         defense *= luckyRune; | 
			
		
	
		
			
				
					|  |  |  |  |         defense *= stanceMod; | 
			
		
	
		
			
				
					|  |  |  |  |         defense = (int)defense; | 
			
		
	
		
			
				
					|  |  |  |  |         this.defense = (int)defense; | 
			
		
	
		
			
				
					|  |  |  |  |         defense = Math.round(defense); | 
			
		
	
		
			
				
					|  |  |  |  |         this.defense = (int) defense; | 
			
		
	
		
			
				
					|  |  |  |  |     } | 
			
		
	
		
			
				
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					|  |  |  |  |     public static float calculateModifiedSkill(String skillName, PlayerCharacter pc) { | 
			
		
	
	
		
			
				
					|  |  |  | @ -680,7 +681,7 @@ public class PlayerCombatStats {@@ -680,7 +681,7 @@ public class PlayerCombatStats { | 
			
		
	
		
			
				
					|  |  |  |  |         for(Item equipped : pc.charItemManager.getEquipped().values()){ | 
			
		
	
		
			
				
					|  |  |  |  |             ItemBase ib = equipped.getItemBase(); | 
			
		
	
		
			
				
					|  |  |  |  |             if(ib.isHeavyArmor() || ib.isLightArmor() || ib.isMediumArmor()){ | 
			
		
	
		
			
				
					|  |  |  |  |                 penaltyFactor += (ib.dexReduction); | 
			
		
	
		
			
				
					|  |  |  |  |                 penaltyFactor += ib.dexReduction; | 
			
		
	
		
			
				
					|  |  |  |  |             } | 
			
		
	
		
			
				
					|  |  |  |  |         } | 
			
		
	
		
			
				
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					|  |  |  | @ -689,7 +690,8 @@ public class PlayerCombatStats {@@ -689,7 +690,8 @@ public class PlayerCombatStats { | 
			
		
	
		
			
				
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					|  |  |  |  |         float totalPenalty = dex *  penaltyFactor; | 
			
		
	
		
			
				
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					|  |  |  |  |         return Math.round(dex - totalPenalty); | 
			
		
	
		
			
				
					|  |  |  |  |         float returnedDex = Math.round(dex - totalPenalty); | 
			
		
	
		
			
				
					|  |  |  |  |         return (int) returnedDex; | 
			
		
	
		
			
				
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					|  |  |  |  |     } | 
			
		
	
		
			
				
					|  |  |  |  | } | 
			
		
	
	
		
			
				
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