new hit chance scaling
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@@ -1508,18 +1508,18 @@ public enum CombatManager {
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public static boolean LandHit(int ATR, int DEF){
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float chance = (ATR-((ATR+DEF) * 0.315f)) / ((DEF-((ATR+DEF) * 0.315f)) + (ATR-((ATR+DEF) * 0.315f)));
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float convertedChance = chance * 100;
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//float chance = (ATR-((ATR+DEF) * 0.315f)) / ((DEF-((ATR+DEF) * 0.315f)) + (ATR-((ATR+DEF) * 0.315f)));
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//float convertedChance = chance * 100;
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int roll = ThreadLocalRandom.current().nextInt(101);
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if(roll <= 5)//always 5% chance to miss
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return false;
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//if(roll <= 5)//always 5% chance to miss
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// return false;
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if(roll >= 95)//always 5% chance to hit
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return true;
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//if(roll >= 95)//always 5% chance to hit
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// return true;
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return roll <= convertedChance;
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return PlayerCombatStats.getHitChance(ATR,DEF) >= roll;
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}
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public static boolean specialCaseHitRoll(int powerID){
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