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				@@ -1,7 +1,9 @@ 
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				 package com.gmail.nossr50.config.hocon.skills.axes; 
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				 import com.gmail.nossr50.datatypes.skills.SubSkillType; 
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				+import com.gmail.nossr50.datatypes.skills.properties.AbstractDamageProperty; 
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				 import com.gmail.nossr50.datatypes.skills.properties.AbstractMaximumProgressionLevel; 
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				+import com.gmail.nossr50.datatypes.skills.properties.DamageProperty; 
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				 import ninja.leaping.configurate.objectmapping.Setting; 
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				 import ninja.leaping.configurate.objectmapping.serialize.ConfigSerializable; 
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				@@ -9,15 +11,6 @@ import ninja.leaping.configurate.objectmapping.serialize.ConfigSerializable; 
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				 public class ConfigAxesCriticalStrikes { 
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				     private static final double MAX_ACTIVATION_CHANCE_DEFAULT = 37.50D; 
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				-    /* 
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				-                    CriticalStrikes: 
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				-                    # ChanceMax: Maximum chance of causing a critical hit when on <MaxBonusLevel> or higher 
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				-                    # MaxBonusLevel: Level where <ChanceMax> of causing critical hits is reached 
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				-                    ChanceMax: 37.50 
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				-                    # Damage modifier of critical hits for PVP / PVE, when causing a critical hit the damage gets multiplied by the modifier 
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				-                    PVP_Modifier: 1.5 
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				-                    PVE_Modifier: 2.0 
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				-             */ 
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				     @Setting(value = "Max-Activation-Chance", comment = "This is max percentage chance that is used to determine whether or not the ability is successful." + 
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				             "\nA value of 50.0 would mean at most the ability can only have a 50% chance to work at max skill level.") 
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				@@ -27,5 +20,18 @@ public class ConfigAxesCriticalStrikes { 
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				             "\nProperties of this skill may or may not scale with level, but those that do will gradually increase until max level is achieved.") 
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				     AbstractMaximumProgressionLevel maximumProgressionLevel = new AbstractMaximumProgressionLevel(SubSkillType.AXES_CRITICAL_STRIKES, 100, 1000); 
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				+    @Setting(value = "Damage-Modifiers", comment = "Damage dealt is multiplied by these values when this skill is successfully activated.") 
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				+    DamageProperty damageProperty = new AbstractDamageProperty(1.5, 2.0); 
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				+    public double getMaxActivationChance() { 
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				+        return maxActivationChance; 
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				+    } 
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				+ 
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				+    public AbstractMaximumProgressionLevel getMaximumProgressionLevel() { 
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				+        return maximumProgressionLevel; 
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				+    } 
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				+ 
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				+    public DamageProperty getDamageProperty() { 
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				+        return damageProperty; 
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				+    } 
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				 } 
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