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boreal and block fixes
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@ -1,6 +1,6 @@
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BasicBlock(
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buildup_duration: 0.25,
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recover_duration: 0.2,
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recover_duration: 0.4,
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max_angle: 60.0,
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block_strength: 2.25,
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parry_window: (
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@ -16,7 +16,7 @@ DashMelee(
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))),
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range: 5.0,
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angle: 45.0,
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attack_effect: Some((Poise(300), TargetBlocking)),
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attack_effect: Some((Poise(1000), TargetBlocking)),
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damage_effect: Some(Buff((
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kind: Frozen,
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dur_secs: 2.0,
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@ -13,7 +13,7 @@ BasicMelee(
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),
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range: 8.0,
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angle: 100.0,
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attack_effect: Some((Poise(300), TargetBlocking)),
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attack_effect: Some((Poise(1000), TargetBlocking)),
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damage_effect: Some(Buff((
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kind: Frozen,
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dur_secs: 5,
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@ -1,6 +1,6 @@
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BasicBlock(
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buildup_duration: 0.25,
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recover_duration: 0.2,
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recover_duration: 0.4,
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max_angle: 60.0,
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block_strength: 2.25,
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parry_window: (
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@ -4,7 +4,7 @@ RiposteMelee(
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swing_duration: 0.1,
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recover_duration: 0.2,
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whiffed_recover_duration: 0.6,
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block_strength: 5.0,
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block_strength: 2.1,
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melee_constructor: (
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kind: Bash(
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damage: 8,
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@ -2,7 +2,7 @@ BasicBlock(
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buildup_duration: 0.45,
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recover_duration: 0.2,
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max_angle: 90.0,
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block_strength: 10.0,
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block_strength: 5.0,
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parry_window: (
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buildup: true,
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recover: false,
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@ -1,8 +1,8 @@
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BasicBlock(
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buildup_duration: 0.5,
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recover_duration: 0.25,
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recover_duration: 0.4,
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max_angle: 90.0,
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block_strength: 15.0,
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block_strength: 10.0,
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parry_window: (
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buildup: true,
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recover: false,
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@ -1,6 +1,6 @@
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BasicBlock(
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buildup_duration: 0.25,
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recover_duration: 0.2,
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recover_duration: 0.4,
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max_angle: 60.0,
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block_strength: 2.25,
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parry_window: (
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@ -1,8 +1,8 @@
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BasicBlock(
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buildup_duration: 0.4,
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recover_duration: 0.15,
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recover_duration: 0.4,
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max_angle: 60.0,
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block_strength: 4.25,
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block_strength: 2.5,
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parry_window: (
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buildup: true,
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recover: false,
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@ -4,7 +4,7 @@ RiposteMelee(
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swing_duration: 0.1,
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recover_duration: 0.2,
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whiffed_recover_duration: 0.6,
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block_strength: 5.0,
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block_strength: 2.1,
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melee_constructor: (
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kind: Slash(
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damage: 18,
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@ -60,7 +60,7 @@ pub const MAX_TOP_HEADSHOT_PRECISION: f32 = 0.5;
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pub const MAX_BEAM_DUR_PRECISION: f32 = 0.25;
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pub const MAX_MELEE_POISE_PRECISION: f32 = 0.5;
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pub const MAX_BLOCK_POISE_COST: f32 = 25.0;
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pub const PARRY_BONUS_MULTIPLIER: f32 = 4.5;
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pub const PARRY_BONUS_MULTIPLIER: f32 = 5.0;
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pub const FALLBACK_BLOCK_STRENGTH: f32 = 5.0;
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pub const BEHIND_TARGET_ANGLE: f32 = 45.0;
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pub const BASE_PARRIED_POISE_PUNISHMENT: f32 = 100.0 / 3.5;
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@ -1173,7 +1173,7 @@ impl<'a> AgentData<'a> {
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"Gnarling Chieftain" => Tactic::GnarlingChieftain,
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"Frost Gigas" => Tactic::FrostGigas,
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"Boreal Hammer" => Tactic::BorealHammer,
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"Boreal Bow" => Tactic::BorealHammer,
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"Boreal Bow" => Tactic::BorealBow,
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"Adlet Hunter" => Tactic::AdletHunter,
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"Adlet Icepicker" => Tactic::AdletIcepicker,
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"Adlet Tracker" => Tactic::AdletTracker,
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