diff --git a/src/engine/gameManager/CombatManager.java b/src/engine/gameManager/CombatManager.java
index d709dbce..15daeace 100644
--- a/src/engine/gameManager/CombatManager.java
+++ b/src/engine/gameManager/CombatManager.java
@@ -12,7 +12,6 @@ import engine.job.JobContainer;
 import engine.job.JobScheduler;
 import engine.jobs.AttackJob;
 import engine.jobs.DeferredPowerJob;
-import engine.math.Vector3f;
 import engine.mbEnums;
 import engine.net.client.ClientConnection;
 import engine.net.client.msg.TargetedActionMsg;
@@ -119,361 +118,360 @@ public enum CombatManager {
 
     public static void processAttack(AbstractCharacter attacker, AbstractWorldObject target, mbEnums.EquipSlotType slot) {
 
-        if(slot == null || target == null || attacker == null)
+        if (slot == null || target == null || attacker == null)
             return;
 
         if (attacker.getObjectType().equals(mbEnums.GameObjectType.PlayerCharacter)) {
             if (!attacker.isCombat())
                 return;
-
-            //check if this slot is on attack timer, if timer has passed clear it, else early exit
-            if(attacker.getTimers() != null && attacker.getTimers().containsKey("Attack"+slot.name()))
-                if(attacker.getTimers().get("Attack"+slot.name()).timeToExecutionLeft() <= 0)
-                    attacker.getTimers().remove("Attack"+slot.name());
-                else
-                    return;
         }
 
+        target.combatLock.writeLock().lock();
 
         // check if character is in range to attack target
+        try {
+            PlayerBonuses bonus = attacker.getBonuses();
 
-        PlayerBonuses bonus = attacker.getBonuses();
-
-        float rangeMod = 1.0f;
-        float attackRange = MBServerStatics.NO_WEAPON_RANGE;
+            float rangeMod = 1.0f;
+            float attackRange = MBServerStatics.NO_WEAPON_RANGE;
 
-        Item weapon = attacker.charItemManager.getEquipped(slot);
+            Item weapon = attacker.charItemManager.getEquipped(slot);
 
-        if (weapon != null) {
-            if (bonus != null)
-                rangeMod += bonus.getFloatPercentAll(mbEnums.ModType.WeaponRange, mbEnums.SourceType.None);
+            if (weapon != null) {
+                if (bonus != null)
+                    rangeMod += bonus.getFloatPercentAll(mbEnums.ModType.WeaponRange, mbEnums.SourceType.None);
 
-            attackRange += weapon.template.item_weapon_max_range * rangeMod;
-        }
+                attackRange += weapon.template.item_weapon_max_range * rangeMod;
+            }
 
-        if (attacker.getObjectType().equals(mbEnums.GameObjectType.Mob))
-            if (((Mob) attacker).isSiege())
-                attackRange = 300;
+            if (attacker.getObjectType().equals(mbEnums.GameObjectType.Mob))
+                if (((Mob) attacker).isSiege())
+                    attackRange = 300;
 
-        float distanceSquared = attacker.loc.distanceSquared(target.loc);
+            float distanceSquared = attacker.loc.distanceSquared(target.loc);
 
-        boolean inRange = false;
-        if (AbstractCharacter.IsAbstractCharacter(target)) {
-            attackRange += ((AbstractCharacter)target).calcHitBox();
-        } else {
+            boolean inRange = false;
+            if (AbstractCharacter.IsAbstractCharacter(target)) {
+                attackRange += ((AbstractCharacter) target).calcHitBox();
+            } else {
 
-        }
+            }
 
-        if(attackRange > 15 && attacker.isMoving()){
-            //cannot shoot bow while moving;
-            return;
-        }
+            if (attackRange > 15 && attacker.isMoving()) {
+                //cannot shoot bow while moving;
+                return;
+            }
 
-        switch (target.getObjectType()) {
-            case PlayerCharacter:
-                attackRange += ((PlayerCharacter) target).getCharacterHeight() * 0.5f;
-                if (distanceSquared < attackRange * attackRange)
-                    inRange = true;
-                break;
-            case Mob:
-                attackRange += ((AbstractCharacter) target).calcHitBox();
-                if (distanceSquared < attackRange * attackRange)
-                    inRange = true;
-                break;
-            case Building:
-                if(attackRange > 15){
-                    float rangeSquared = (attackRange + target.getBounds().getHalfExtents().x) * (attackRange + target.getBounds().getHalfExtents().x);
-                    //float distanceSquared = attacker.loc.distanceSquared(target.loc);
-                    if(distanceSquared < rangeSquared) {
+            switch (target.getObjectType()) {
+                case PlayerCharacter:
+                    attackRange += ((PlayerCharacter) target).getCharacterHeight() * 0.5f;
+                    if (distanceSquared < attackRange * attackRange)
                         inRange = true;
-                        break;
-                    }
-                }else {
-                    float locX = target.loc.x - target.getBounds().getHalfExtents().x;
-                    float locZ = target.loc.z - target.getBounds().getHalfExtents().y;
-                    float sizeX = (target.getBounds().getHalfExtents().x + attackRange) * 2;
-                    float sizeZ = (target.getBounds().getHalfExtents().y + attackRange) * 2;
-                    Rectangle2D.Float rect = new Rectangle2D.Float(locX, locZ, sizeX, sizeZ);
-                    if (rect.contains(new Point2D.Float(attacker.loc.x, attacker.loc.z)))
+                    break;
+                case Mob:
+                    attackRange += ((AbstractCharacter) target).calcHitBox();
+                    if (distanceSquared < attackRange * attackRange)
                         inRange = true;
                     break;
-                }
-        }
+                case Building:
+                    if (attackRange > 15) {
+                        float rangeSquared = (attackRange + target.getBounds().getHalfExtents().x) * (attackRange + target.getBounds().getHalfExtents().x);
+                        //float distanceSquared = attacker.loc.distanceSquared(target.loc);
+                        if (distanceSquared < rangeSquared) {
+                            inRange = true;
+                            break;
+                        }
+                    } else {
+                        float locX = target.loc.x - target.getBounds().getHalfExtents().x;
+                        float locZ = target.loc.z - target.getBounds().getHalfExtents().y;
+                        float sizeX = (target.getBounds().getHalfExtents().x + attackRange) * 2;
+                        float sizeZ = (target.getBounds().getHalfExtents().y + attackRange) * 2;
+                        Rectangle2D.Float rect = new Rectangle2D.Float(locX, locZ, sizeX, sizeZ);
+                        if (rect.contains(new Point2D.Float(attacker.loc.x, attacker.loc.z)))
+                            inRange = true;
+                        break;
+                    }
+            }
 
-        //get delay for the auto attack job
-        long delay = 5000;
+            //get delay for the auto attack job
+            long delay = 5000;
 
-        if (weapon != null) {
+            if (weapon != null) {
 
-            int wepSpeed = (int) (weapon.template.item_weapon_wepspeed);
+                int wepSpeed = (int) (weapon.template.item_weapon_wepspeed);
 
-            if (weapon.getBonusPercent(mbEnums.ModType.WeaponSpeed, mbEnums.SourceType.None) != 0f) //add weapon speed bonus
-                wepSpeed *= (1 + weapon.getBonus(mbEnums.ModType.WeaponSpeed, mbEnums.SourceType.None));
+                if (weapon.getBonusPercent(mbEnums.ModType.WeaponSpeed, mbEnums.SourceType.None) != 0f) //add weapon speed bonus
+                    wepSpeed *= (1 + weapon.getBonus(mbEnums.ModType.WeaponSpeed, mbEnums.SourceType.None));
 
-            if (attacker.getBonuses() != null && attacker.getBonuses().getFloatPercentAll(mbEnums.ModType.AttackDelay, mbEnums.SourceType.None) != 0f) //add effects speed bonus
-                wepSpeed *= (1 + attacker.getBonuses().getFloatPercentAll(mbEnums.ModType.AttackDelay, mbEnums.SourceType.None));
+                if (attacker.getBonuses() != null && attacker.getBonuses().getFloatPercentAll(mbEnums.ModType.AttackDelay, mbEnums.SourceType.None) != 0f) //add effects speed bonus
+                    wepSpeed *= (1 + attacker.getBonuses().getFloatPercentAll(mbEnums.ModType.AttackDelay, mbEnums.SourceType.None));
 
-            if (wepSpeed < 10)
-                wepSpeed = 10; //Old was 10, but it can be reached lower with legit buffs,effects.
+                if (wepSpeed < 10)
+                    wepSpeed = 10; //Old was 10, but it can be reached lower with legit buffs,effects.
 
-            delay = wepSpeed * 100L;
-        }
+                delay = wepSpeed * 100L;
+            }
 
-        if (attacker.getObjectType().equals(mbEnums.GameObjectType.Mob))
-            ((Mob) attacker).nextAttackTime = System.currentTimeMillis() + delay;
+            if (attacker.getObjectType().equals(mbEnums.GameObjectType.Mob))
+                ((Mob) attacker).nextAttackTime = System.currentTimeMillis() + delay;
 
-        if (inRange) {
+            if (inRange) {
 
-            //handle retaliate
-            if (AbstractCharacter.IsAbstractCharacter(target)) {
-                if (((AbstractCharacter) target).combatTarget == null || !((AbstractCharacter) target).combatTarget.isAlive()) {
-                    ((AbstractCharacter) target).combatTarget = attacker;
-                    if (target.getObjectType().equals(mbEnums.GameObjectType.PlayerCharacter) && ((AbstractCharacter) target).isCombat())
-                        combatCycle((AbstractCharacter) target, attacker);
+                //handle retaliate
+                if (AbstractCharacter.IsAbstractCharacter(target)) {
+                    if (((AbstractCharacter) target).combatTarget == null || !((AbstractCharacter) target).combatTarget.isAlive()) {
+                        ((AbstractCharacter) target).combatTarget = attacker;
+                        if (target.getObjectType().equals(mbEnums.GameObjectType.PlayerCharacter) && ((AbstractCharacter) target).isCombat())
+                            combatCycle((AbstractCharacter) target, attacker);
+                    }
                 }
-            }
 
-            // take stamina away from attacker if its not a mob
-            if (weapon != null && !attacker.getObjectType().equals(mbEnums.GameObjectType.Mob)) {
-                //check if Out of Stamina
-                if (attacker.getObjectType().equals(mbEnums.GameObjectType.PlayerCharacter)) {
-                    if (attacker.getStamina() < (weapon.template.item_wt / 3f)) {
-                        //set auto attack job
-                        setAutoAttackJob(attacker, slot, delay);
-                        return;
+                // take stamina away from attacker if its not a mob
+                if (weapon != null && !attacker.getObjectType().equals(mbEnums.GameObjectType.Mob)) {
+                    //check if Out of Stamina
+                    if (attacker.getObjectType().equals(mbEnums.GameObjectType.PlayerCharacter)) {
+                        if (attacker.getStamina() < (weapon.template.item_wt / 3f)) {
+                            //set auto attack job
+                            setAutoAttackJob(attacker, slot, delay);
+                            return;
+                        }
                     }
-                }
-                float stam = weapon.template.item_wt / 3f;
-                stam = (stam < 1) ? 1 : stam;
-                attacker.modifyStamina(-(stam), attacker, true);
-            } else
-                attacker.modifyStamina(1, attacker, true);
+                    float stam = weapon.template.item_wt / 3f;
+                    stam = (stam < 1) ? 1 : stam;
+                    attacker.modifyStamina(-(stam), attacker, true);
+                } else
+                    attacker.modifyStamina(1, attacker, true);
 
-            //cancel things that are cancelled by an attack
+                //cancel things that are cancelled by an attack
 
-            attacker.cancelOnAttackSwing();
+                attacker.cancelOnAttackSwing();
 
-            //declare relevant variables
+                //declare relevant variables
 
-            int min = attacker.minDamageHandOne;
-            int max = attacker.maxDamageHandOne;
-            int atr = attacker.atrHandOne;
+                int min = attacker.minDamageHandOne;
+                int max = attacker.maxDamageHandOne;
+                int atr = attacker.atrHandOne;
 
-            //get the proper stats based on which slot is attacking
+                //get the proper stats based on which slot is attacking
 
-            if (slot == mbEnums.EquipSlotType.LHELD) {
-                min = attacker.minDamageHandTwo;
-                max = attacker.maxDamageHandTwo;
-                atr = attacker.atrHandTwo;
-            }
+                if (slot == mbEnums.EquipSlotType.LHELD) {
+                    min = attacker.minDamageHandTwo;
+                    max = attacker.maxDamageHandTwo;
+                    atr = attacker.atrHandTwo;
+                }
 
-            //apply weapon powers before early exit for miss or passives
-            DeferredPowerJob dpj = null;
+                //apply weapon powers before early exit for miss or passives
+                DeferredPowerJob dpj = null;
 
-            if (attacker.getObjectType().equals(mbEnums.GameObjectType.PlayerCharacter)) {
+                if (attacker.getObjectType().equals(mbEnums.GameObjectType.PlayerCharacter)) {
 
-                dpj = ((PlayerCharacter) attacker).getWeaponPower();
+                    dpj = ((PlayerCharacter) attacker).getWeaponPower();
 
-                if (dpj != null) {
-                    dpj.attack(target, attackRange);
+                    if (dpj != null) {
+                        dpj.attack(target, attackRange);
 
-                    if (dpj.getPower() != null && (dpj.getPowerToken() == -1851459567 || dpj.getPowerToken() == -1851489518))
-                        ((PlayerCharacter) attacker).setWeaponPower(dpj);
+                        if (dpj.getPower() != null && (dpj.getPowerToken() == -1851459567 || dpj.getPowerToken() == -1851489518))
+                            ((PlayerCharacter) attacker).setWeaponPower(dpj);
+                    }
                 }
-            }
 
 
-            int def = 0;
+                int def = 0;
 
-            if (AbstractCharacter.IsAbstractCharacter(target))
-                def = ((AbstractCharacter) target).defenseRating;
+                if (AbstractCharacter.IsAbstractCharacter(target))
+                    def = ((AbstractCharacter) target).defenseRating;
 
-            //calculate hit chance based off ATR and DEF
+                //calculate hit chance based off ATR and DEF
 
-            int hitChance;
-            if (def == 0)
-                def = 1;
-            float dif = atr * 1f / def;
+                int hitChance;
+                if (def == 0)
+                    def = 1;
+                float dif = atr * 1f / def;
 
-            if (dif <= 0.8f)
-                hitChance = 4;
-            else
-                hitChance = ((int) (450 * (dif - 0.8f)) + 4);
+                if (dif <= 0.8f)
+                    hitChance = 4;
+                else
+                    hitChance = ((int) (450 * (dif - 0.8f)) + 4);
 
-            if (target.getObjectType() == mbEnums.GameObjectType.Building)
-                hitChance = 100;
-            int passiveAnim = getPassiveAnimation(mbEnums.PassiveType.None); // checking for a miss due to ATR vs Def
-            if (ThreadLocalRandom.current().nextInt(100) > hitChance) {
-                TargetedActionMsg msg = new TargetedActionMsg(attacker, target, 0f, passiveAnim);
+                if (target.getObjectType() == mbEnums.GameObjectType.Building)
+                    hitChance = 100;
+                int passiveAnim = getPassiveAnimation(mbEnums.PassiveType.None); // checking for a miss due to ATR vs Def
+                if (ThreadLocalRandom.current().nextInt(100) > hitChance) {
+                    TargetedActionMsg msg = new TargetedActionMsg(attacker, target, 0f, passiveAnim);
 
-                if (target.getObjectType() == mbEnums.GameObjectType.PlayerCharacter)
-                    DispatchManager.dispatchMsgToInterestArea(target, msg, mbEnums.DispatchChannel.PRIMARY, MBServerStatics.CHARACTER_LOAD_RANGE, true, false);
-                else
-                    DispatchManager.sendToAllInRange(attacker, msg);
+                    if (target.getObjectType() == mbEnums.GameObjectType.PlayerCharacter)
+                        DispatchManager.dispatchMsgToInterestArea(target, msg, mbEnums.DispatchChannel.PRIMARY, MBServerStatics.CHARACTER_LOAD_RANGE, true, false);
+                    else
+                        DispatchManager.sendToAllInRange(attacker, msg);
 
-                //we need to send the animation even if the attacker misses
-                TargetedActionMsg cmm = new TargetedActionMsg(attacker, target, (float) 0, getSwingAnimation(weapon.template,null,slot));
-                DispatchManager.sendToAllInRange(target, cmm);
+                    //we need to send the animation even if the attacker misses
+                    TargetedActionMsg cmm = new TargetedActionMsg(attacker, target, (float) 0, getSwingAnimation(weapon.template, null, slot));
+                    DispatchManager.sendToAllInRange(target, cmm);
 
-                //set auto attack job
-                setAutoAttackJob(attacker, slot, delay);
-                return;
-            }
+                    //set auto attack job
+                    setAutoAttackJob(attacker, slot, delay);
+                    return;
+                }
 
-            //calculate passive chances only if target is AbstractCharacter
+                //calculate passive chances only if target is AbstractCharacter
 
-            if (EnumSet.of(mbEnums.GameObjectType.PlayerCharacter, mbEnums.GameObjectType.NPC, mbEnums.GameObjectType.Mob).contains(target.getObjectType())) {
-                mbEnums.PassiveType passiveType = mbEnums.PassiveType.None;
-                int hitRoll = ThreadLocalRandom.current().nextInt(100);
+                if (EnumSet.of(mbEnums.GameObjectType.PlayerCharacter, mbEnums.GameObjectType.NPC, mbEnums.GameObjectType.Mob).contains(target.getObjectType())) {
+                    mbEnums.PassiveType passiveType = mbEnums.PassiveType.None;
+                    int hitRoll = ThreadLocalRandom.current().nextInt(100);
 
-                float dodgeChance = ((AbstractCharacter) target).getPassiveChance("Dodge", attacker.getLevel(), true);
-                float blockChance = ((AbstractCharacter) target).getPassiveChance("Block", attacker.getLevel(), true);
-                float parryChance = ((AbstractCharacter) target).getPassiveChance("Parry", attacker.getLevel(), true);
+                    float dodgeChance = ((AbstractCharacter) target).getPassiveChance("Dodge", attacker.getLevel(), true);
+                    float blockChance = ((AbstractCharacter) target).getPassiveChance("Block", attacker.getLevel(), true);
+                    float parryChance = ((AbstractCharacter) target).getPassiveChance("Parry", attacker.getLevel(), true);
 
-                // Passive chance clamped at 75
+                    // Passive chance clamped at 75
 
-                dodgeChance = Math.max(0, Math.min(75, dodgeChance));
-                blockChance = Math.max(0, Math.min(75, blockChance));
-                parryChance = Math.max(0, Math.min(75, parryChance));
+                    dodgeChance = Math.max(0, Math.min(75, dodgeChance));
+                    blockChance = Math.max(0, Math.min(75, blockChance));
+                    parryChance = Math.max(0, Math.min(75, parryChance));
 
-                if (hitRoll < dodgeChance)
-                    passiveType = mbEnums.PassiveType.Dodge;
-                else if (hitRoll < blockChance)
-                    passiveType = mbEnums.PassiveType.Block;
-                else if (hitRoll < parryChance)
-                    passiveType = mbEnums.PassiveType.Parry;
+                    if (hitRoll < dodgeChance)
+                        passiveType = mbEnums.PassiveType.Dodge;
+                    else if (hitRoll < blockChance)
+                        passiveType = mbEnums.PassiveType.Block;
+                    else if (hitRoll < parryChance)
+                        passiveType = mbEnums.PassiveType.Parry;
 
 
-                if (!passiveType.equals(mbEnums.PassiveType.None)) {
-                    passiveAnim = getPassiveAnimation(passiveType);
-                    TargetedActionMsg msg = new TargetedActionMsg(attacker, passiveAnim, target, passiveType.value);
+                    if (!passiveType.equals(mbEnums.PassiveType.None)) {
+                        passiveAnim = getPassiveAnimation(passiveType);
+                        TargetedActionMsg msg = new TargetedActionMsg(attacker, passiveAnim, target, passiveType.value);
 
-                    if (target.getObjectType() == mbEnums.GameObjectType.PlayerCharacter)
-                        DispatchManager.dispatchMsgToInterestArea(target, msg, mbEnums.DispatchChannel.PRIMARY, MBServerStatics.CHARACTER_LOAD_RANGE, true, false);
+                        if (target.getObjectType() == mbEnums.GameObjectType.PlayerCharacter)
+                            DispatchManager.dispatchMsgToInterestArea(target, msg, mbEnums.DispatchChannel.PRIMARY, MBServerStatics.CHARACTER_LOAD_RANGE, true, false);
 
-                    //we need to send the animation even if the attacker misses
-                    TargetedActionMsg cmm = new TargetedActionMsg(attacker, target, (float) 0, getSwingAnimation(weapon.template,null,slot));
-                    DispatchManager.sendToAllInRange(target, cmm);
+                        //we need to send the animation even if the attacker misses
+                        TargetedActionMsg cmm = new TargetedActionMsg(attacker, target, (float) 0, getSwingAnimation(weapon.template, null, slot));
+                        DispatchManager.sendToAllInRange(target, cmm);
+                        //set auto attack job
+                        setAutoAttackJob(attacker, slot, delay);
+                        return;
+                    }
+                }
+
+                //calculate the base damage
+                int damage = ThreadLocalRandom.current().nextInt(min, max + 1);
+                if (damage == 0) {
                     //set auto attack job
                     setAutoAttackJob(attacker, slot, delay);
                     return;
                 }
-            }
+                if (attacker.getObjectType().equals(mbEnums.GameObjectType.Mob) && ((Mob) attacker).isPet())
+                    calculatePetDamage(attacker);
 
-            //calculate the base damage
-            int damage = ThreadLocalRandom.current().nextInt(min, max + 1);
-            if (damage == 0) {
-                //set auto attack job
-                setAutoAttackJob(attacker, slot, delay);
-                return;
-            }
-            if(attacker.getObjectType().equals(mbEnums.GameObjectType.Mob) && ((Mob)attacker).isPet())
-                calculatePetDamage(attacker);
+                //get the damage type
 
-            //get the damage type
+                mbEnums.DamageType damageType;
 
-            mbEnums.DamageType damageType;
+                if (attacker.charItemManager.getEquipped().get(slot) == null) {
+                    damageType = mbEnums.DamageType.CRUSHING;
+                    if (attacker.getObjectType().equals(mbEnums.GameObjectType.Mob))
+                        if (((Mob) attacker).isSiege())
+                            damageType = mbEnums.DamageType.SIEGE;
+                } else {
+                    damageType = (mbEnums.DamageType) attacker.charItemManager.getEquipped().get(slot).template.item_weapon_damage.keySet().toArray()[0];
+                }
 
-            if (attacker.charItemManager.getEquipped().get(slot) == null) {
-                damageType = mbEnums.DamageType.CRUSHING;
-                if (attacker.getObjectType().equals(mbEnums.GameObjectType.Mob))
-                    if (((Mob) attacker).isSiege())
-                        damageType = mbEnums.DamageType.SIEGE;
-            } else {
-                damageType = (mbEnums.DamageType) attacker.charItemManager.getEquipped().get(slot).template.item_weapon_damage.keySet().toArray()[0];
-            }
+                //get resists
 
-            //get resists
+                Resists resists;
 
-            Resists resists;
+                if (!AbstractCharacter.IsAbstractCharacter(target))
+                    resists = ((Building) target).getResists();            //this is a building
+                else
+                    resists = ((AbstractCharacter) target).getResists();   //this is a character
 
-            if (!AbstractCharacter.IsAbstractCharacter(target))
-                resists = ((Building) target).getResists();            //this is a building
-            else
-                resists = ((AbstractCharacter) target).getResists();   //this is a character
+                if (AbstractCharacter.IsAbstractCharacter(target)) {
+                    AbstractCharacter absTarget = (AbstractCharacter) target;
 
-            if (AbstractCharacter.IsAbstractCharacter(target)) {
-                AbstractCharacter absTarget = (AbstractCharacter) target;
+                    //check damage shields
 
-                //check damage shields
+                    PlayerBonuses bonuses = absTarget.getBonuses();
 
-                PlayerBonuses bonuses = absTarget.getBonuses();
+                    if (bonuses != null) {
 
-                if (bonuses != null) {
+                        ConcurrentHashMap<AbstractEffectModifier, DamageShield> damageShields = bonuses.getDamageShields();
+                        float total = 0;
 
-                    ConcurrentHashMap<AbstractEffectModifier, DamageShield> damageShields = bonuses.getDamageShields();
-                    float total = 0;
+                        for (DamageShield ds : damageShields.values()) {
 
-                    for (DamageShield ds : damageShields.values()) {
+                            //get amount to damage back
 
-                        //get amount to damage back
+                            float amount;
 
-                        float amount;
+                            if (ds.usePercent())
+                                amount = damage * ds.getAmount() / 100;
+                            else
+                                amount = ds.getAmount();
 
-                        if (ds.usePercent())
-                            amount = damage * ds.getAmount() / 100;
-                        else
-                            amount = ds.getAmount();
+                            //get resisted damage for damagetype
 
-                        //get resisted damage for damagetype
+                            if (resists != null)
+                                amount = resists.getResistedDamage(absTarget, attacker, ds.getDamageType(), amount, 0);
+                            total += amount;
+                        }
 
-                        if (resists != null)
-                            amount = resists.getResistedDamage(absTarget, attacker, ds.getDamageType(), amount, 0);
-                        total += amount;
+                        if (total > 0) {
+                            //apply Damage back
+                            attacker.modifyHealth(-total, absTarget, true);
+                            TargetedActionMsg cmm = new TargetedActionMsg(attacker, attacker, total, 0);
+                            DispatchManager.sendToAllInRange(target, cmm);
+                        }
                     }
 
-                    if (total > 0) {
-                        //apply Damage back
-                        attacker.modifyHealth(-total, absTarget, true);
-                        TargetedActionMsg cmm = new TargetedActionMsg(attacker, attacker, total, 0);
-                        DispatchManager.sendToAllInRange(target, cmm);
-                    }
-                }
+                    if (resists != null) {
 
-                if (resists != null) {
+                        //check for damage type immunities
 
-                    //check for damage type immunities
+                        if (resists.immuneTo(damageType)) {
+                            //set auto attack job
+                            //we need to send the animation even if the attacker misses
+                            TargetedActionMsg cmm = new TargetedActionMsg(attacker, target, (float) 0, getSwingAnimation(weapon.template, null, slot));
+                            DispatchManager.sendToAllInRange(target, cmm);
+                            setAutoAttackJob(attacker, slot, delay);
+                            return;
+                        }
+                        //calculate resisted damage including fortitude
 
-                    if (resists.immuneTo(damageType)) {
-                        //set auto attack job
-                        //we need to send the animation even if the attacker misses
-                        TargetedActionMsg cmm = new TargetedActionMsg(attacker, target, (float) 0, getSwingAnimation(weapon.template,null,slot));
-                        DispatchManager.sendToAllInRange(target, cmm);
-                        setAutoAttackJob(attacker, slot, delay);
-                        return;
+                        damage = (int) resists.getResistedDamage(attacker, (AbstractCharacter) target, damageType, damage, 0);
                     }
-                    //calculate resisted damage including fortitude
-
-                    damage = (int) resists.getResistedDamage(attacker, (AbstractCharacter) target, damageType, damage, 0);
                 }
-            }
 
-            //remove damage from target health
+                //remove damage from target health
 
-            if (damage > 0) {
+                if (damage > 0) {
 
-                if (AbstractCharacter.IsAbstractCharacter(target))
-                    ((AbstractCharacter) target).modifyHealth(-damage, attacker, true);
-                else
-                    ((Building) target).modifyHealth(-damage, attacker);
+                    if (AbstractCharacter.IsAbstractCharacter(target))
+                        ((AbstractCharacter) target).modifyHealth(-damage, attacker, true);
+                    else
+                        ((Building) target).modifyHealth(-damage, attacker);
 
-                int attackAnim = getSwingAnimation(null, null, slot);
-                if (attacker.charItemManager.getEquipped().get(slot) != null) {
-                    if (attacker.getObjectType().equals(mbEnums.GameObjectType.PlayerCharacter)) {
-                        DeferredPowerJob weaponPower = ((PlayerCharacter) attacker).getWeaponPower();
-                        attackAnim = getSwingAnimation(weapon.template, weaponPower, slot);
-                    } else {
-                        attackAnim = getSwingAnimation(weapon.template, null, slot);
+                    int attackAnim = getSwingAnimation(null, null, slot);
+                    if (attacker.charItemManager.getEquipped().get(slot) != null) {
+                        if (attacker.getObjectType().equals(mbEnums.GameObjectType.PlayerCharacter)) {
+                            DeferredPowerJob weaponPower = ((PlayerCharacter) attacker).getWeaponPower();
+                            attackAnim = getSwingAnimation(weapon.template, weaponPower, slot);
+                        } else {
+                            attackAnim = getSwingAnimation(weapon.template, null, slot);
+                        }
                     }
+                    TargetedActionMsg cmm = new TargetedActionMsg(attacker, target, (float) damage, attackAnim);
+                    DispatchManager.sendToAllInRange(target, cmm);
                 }
-                TargetedActionMsg cmm = new TargetedActionMsg(attacker, target, (float) damage, attackAnim);
-                DispatchManager.sendToAllInRange(target, cmm);
             }
-        }
-
-        //set auto attack job
-        setAutoAttackJob(attacker, slot, delay);
 
+            //set auto attack job
+            setAutoAttackJob(attacker, slot, delay);
+        } catch (Exception ex) {
+            cancelAutoAttackJob(attacker,slot);
+            //Logger.error("COMBAT CAUGHT ERROR: " + ex.getMessage());
+        } finally {
+            target.combatLock.writeLock().unlock();
+        }
     }
 
     public static void toggleCombat(boolean toggle, ClientConnection origin) {
@@ -624,7 +622,20 @@ public enum CombatManager {
             Logger.error("Unable to find Timers for Character " + attacker.getObjectUUID());
 
     }
-    public static int calculatePetDamage(AbstractCharacter agent) {
+    public static void cancelAutoAttackJob(AbstractCharacter attacker, mbEnums.EquipSlotType slot) {
+
+        attacker.getTimestamps().put("Attack" + slot.name(), System.currentTimeMillis());
+
+        //handle auto attack job creation
+        ConcurrentHashMap<String, JobContainer> timers = attacker.getTimers();
+
+        if (timers != null) {
+            timers.get("Attack" + slot.name()).cancelJob();
+        } else
+            Logger.error("Unable to find Timers for Character " + attacker.getObjectUUID());
+
+    }
+    public static void calculatePetDamage(AbstractCharacter agent) {
         //damage calc for pet
         float range;
         float damage;
@@ -636,7 +647,6 @@ public enum CombatManager {
         dmgMultiplier += agent.getLevel() * 0.1f;
         range = (float) (maxDmg - minDmg);
         damage = min + ((ThreadLocalRandom.current().nextFloat() * range) + (ThreadLocalRandom.current().nextFloat() * range)) / 2;
-        return (int) (damage * dmgMultiplier);
     }
     public static double getMinDmg(double min, AbstractCharacter agent) {
         int primary = agent.getStatStrCurrent();
diff --git a/src/engine/objects/AbstractWorldObject.java b/src/engine/objects/AbstractWorldObject.java
index 12d867f9..121c77f3 100644
--- a/src/engine/objects/AbstractWorldObject.java
+++ b/src/engine/objects/AbstractWorldObject.java
@@ -59,6 +59,7 @@ public abstract class AbstractWorldObject extends AbstractGameObject {
     private Vector3f rot = new Vector3f(0.0f, 0.0f, 0.0f);
     private int objectTypeMask = 0;
     private Bounds bounds;
+    public ReentrantReadWriteLock combatLock = new ReentrantReadWriteLock();
 
     /**
      * No Id Constructor