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More work on Impact. Tweaked Unarmed's disarm chance to be 2x better.
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@@ -83,8 +83,8 @@ public class Combat
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Axes.axeCriticalCheck(attacker, event, pluginx); //Critical hit
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//Impact
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//if(event.getEntity() instanceof LivingEntity)
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// Axes.impact(attacker, (LivingEntity)event.getEntity());
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if(event.getEntity() instanceof LivingEntity)
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Axes.impact(attacker, (LivingEntity)event.getEntity());
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if (!(event instanceof FakeEntityDamageByEntityEvent) && PPa.getSkullSplitterMode())
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Axes.applyAoeDamage(attacker, event, pluginx);
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@@ -99,6 +99,7 @@ public class Combat
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Unarmed.unarmedBonus(attacker, event);
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if(PPa.getBerserkMode())
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event.setDamage(event.getDamage() + (event.getDamage() / 2));
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if(target instanceof Player)
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Unarmed.disarmProcCheck(attacker, (Player) target); //Disarm
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