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	Bugfix/acrobatics roll chance (#5094)
* Fix acrobatics * Move acrobatics damage reduction inside success check
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		@@ -77,18 +77,18 @@ public class Roll extends AcrobaticsSubSkill {
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                    return false;
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                }
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                // Clear out the damage from falling so that way our modified damage doesn't get re-reduced by protection/feather falling
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                entityDamageEvent.setDamage(0);
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                // Send the damage is MAGIC so that it cuts through all resistances
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                // This is fine because we considered protection/featherfalling in the rollCheck method
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                entityDamageEvent.setDamage(EntityDamageEvent.DamageModifier.MAGIC, rollResult.getModifiedDamage());
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                if (entityDamageEvent.getFinalDamage() == 0) {
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                    entityDamageEvent.setCancelled(true);
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                }
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                // Roll happened, send messages and XP
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                // Roll happened, reduce damage, send messages and XP
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                if (rollResult.isRollSuccess()) {
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                    // Clear out the damage from falling so that way our modified damage doesn't get re-reduced by protection/feather falling
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                    entityDamageEvent.setDamage(0);
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                    // Send the damage is MAGIC so that it cuts through all resistances
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                    // This is fine because we considered protection/featherfalling in the rollCheck method
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                    entityDamageEvent.setDamage(EntityDamageEvent.DamageModifier.MAGIC, rollResult.getModifiedDamage());
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                    if (entityDamageEvent.getFinalDamage() == 0) {
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                        entityDamageEvent.setCancelled(true);
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                    }
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                    final String key
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                            = rollResult.isGraceful() ? GRACEFUL_ROLL_ACTIVATED_LOCALE_STR_KEY : ROLL_ACTIVATED_LOCALE_KEY;
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                    sendPlayerInformation(mmoPlayer.getPlayer(), NotificationType.SUBSKILL_MESSAGE, key);
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