|  |  |  | @ -532,7 +532,7 @@ public class PlayerCombatStats {@@ -532,7 +532,7 @@ public class PlayerCombatStats { | 
			
		
	
		
			
				
					|  |  |  |  |         } | 
			
		
	
		
			
				
					|  |  |  |  |         for(String armorUsed : armorsUsed){ | 
			
		
	
		
			
				
					|  |  |  |  |             if(this.owner.skills.containsKey(armorUsed)) { | 
			
		
	
		
			
				
					|  |  |  |  |                 armorSkill += calculateBuffedSkillLevel(armorUsed,this.owner); | 
			
		
	
		
			
				
					|  |  |  |  |                 armorSkill += this.owner.skills.get(armorUsed).getModifiedAmount();//calculateBuffedSkillLevel(armorUsed,this.owner);
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					|  |  |  |  |             } | 
			
		
	
		
			
				
					|  |  |  |  |         } | 
			
		
	
		
			
				
					|  |  |  |  |         if(armorsUsed.size() > 0) | 
			
		
	
	
		
			
				
					|  |  |  | @ -572,10 +572,10 @@ public class PlayerCombatStats {@@ -572,10 +572,10 @@ public class PlayerCombatStats { | 
			
		
	
		
			
				
					|  |  |  |  |             masteryName = weapon.getItemBase().getMastery(); | 
			
		
	
		
			
				
					|  |  |  |  |         } | 
			
		
	
		
			
				
					|  |  |  |  |         if(this.owner.skills.containsKey(skillName)) | 
			
		
	
		
			
				
					|  |  |  |  |             weaponSkill = calculateBuffedSkillLevel(skillName,this.owner);//this.owner.skills.get(skillName).getModifiedAmount();//calculateModifiedSkill(skillName,this.owner);//this.owner.skills.get(skillName).getModifiedAmount();
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					|  |  |  |  |             weaponSkill = this.owner.skills.get(skillName).getModifiedAmount();//calculateBuffedSkillLevel(skillName,this.owner);//this.owner.skills.get(skillName).getModifiedAmount();//calculateModifiedSkill(skillName,this.owner);//this.owner.skills.get(skillName).getModifiedAmount();
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					|  |  |  |  |         if(this.owner.skills.containsKey(masteryName)) | 
			
		
	
		
			
				
					|  |  |  |  |             masterySkill = calculateBuffedSkillLevel(masteryName,this.owner);//this.owner.skills.get(masteryName).getModifiedAmount();//calculateModifiedSkill(masteryName,this.owner);//this.owner.skills.get(masteryName).getModifiedAmount();
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					|  |  |  |  |             masterySkill = this.owner.skills.get(masteryName).getModifiedAmount();//calculateBuffedSkillLevel(masteryName,this.owner);//this.owner.skills.get(masteryName).getModifiedAmount();//calculateModifiedSkill(masteryName,this.owner);//this.owner.skills.get(masteryName).getModifiedAmount();
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					|  |  |  |  |         float dexterity = getDexAfterPenalty(this.owner); | 
			
		
	
		
			
				
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					|  |  |  | @ -613,16 +613,11 @@ public class PlayerCombatStats {@@ -613,16 +613,11 @@ 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 = 0; | 
			
		
	
		
			
				
					|  |  |  |  |         for(Item equipped : this.owner.charItemManager.getEquippedList()){ | 
			
		
	
		
			
				
					|  |  |  |  |             ItemBase ib = equipped.getItemBase(); | 
			
		
	
		
			
				
					|  |  |  |  |             if(ib.getType().equals(Enum.ItemType.ARMOR) && !ib.isShield()){ | 
			
		
	
		
			
				
					|  |  |  |  |                 defense += getArmorDefense(equipped,this.owner); | 
			
		
	
		
			
				
					|  |  |  |  |             } | 
			
		
	
		
			
				
					|  |  |  |  |         } | 
			
		
	
		
			
				
					|  |  |  |  |         //float defense = (1 + armorSkill / 50) * armorDefense;
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					|  |  |  |  |         //Defense = (  (1 + ModArmorskill / 50) * TotalArmorDef + “if shield” (1 + ModBlockskill / 100 * ShieldDef) + modifiedweaponskill/2 “unarmed if no weapon equipped”
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					|  |  |  |  |         // + modifiedweaponmastery/2 + ModifiedDex * 2 + Flatdefensemodifiers ) * 1.05 “if lucky” * Stancemodifier
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					|  |  |  |  |         float defense = (1 + armorSkill / 50) * armorDefense; | 
			
		
	
		
			
				
					|  |  |  |  |         defense += (1 + blockSkill / 100) * shieldDefense; | 
			
		
	
		
			
				
					|  |  |  |  |         defense += (weaponSkill / 2); | 
			
		
	
		
			
				
					|  |  |  |  |         defense += (masterySkill / 2); | 
			
		
	
	
		
			
				
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