v0.4.0: increased base strength requirement for armor by 1 (same as weapons now)
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@ -280,7 +280,7 @@ public class Hero extends Char {
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evasion /= 2;
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evasion /= 2;
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}
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}
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int aEnc = belongings.armor != null ? belongings.armor.STRReq() - STR() : 9 - STR();
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int aEnc = belongings.armor != null ? belongings.armor.STRReq() - STR() : 10 - STR();
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if (aEnc > 0) {
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if (aEnc > 0) {
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return (int)(defenseSkill * evasion / Math.pow( 1.5, aEnc ));
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return (int)(defenseSkill * evasion / Math.pow( 1.5, aEnc ));
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@ -333,7 +333,7 @@ public class Armor extends EquipableItem {
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public int STRReq(int lvl){
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public int STRReq(int lvl){
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lvl = Math.max(0, lvl);
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lvl = Math.max(0, lvl);
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//strength req decreases at +1,+3,+6,+10,etc.
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//strength req decreases at +1,+3,+6,+10,etc.
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return (7 + tier * 2) - (int)(Math.sqrt(8 * lvl + 1) - 1)/2;
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return (8 + tier * 2) - (int)(Math.sqrt(8 * lvl + 1) - 1)/2;
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}
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}
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public int typicalDR() {
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public int typicalDR() {
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