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