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Update to how bonuses are calculated in chance to hit code to be
consistent across all relevant effects (treating avoidance and hit chance bonuses equally). Rule ArcheryHitPenalty will now calc correctly (Was doing basically nothing) New field npc_types 'Avoidance' (add avoidance bonus to npc) Rules for setting min / max chance to hit
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@@ -275,7 +275,8 @@ struct StatBonuses {
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int16 CriticalHealOverTime; //i
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int16 CriticalDoTChance; //i
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int16 CrippBlowChance; //
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int16 AvoidMeleeChance; //AvoidMeleeChance/10 == % chance i = Avoidance
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int16 AvoidMeleeChance; //AvoidMeleeChance/10 == % chance i = Avoidance (item mod)
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int16 AvoidMeleeChanceEffect; //AvoidMeleeChance Spell Effect
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int16 RiposteChance; //i
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int16 DodgeChance; //i
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int16 ParryChance; //i
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