public void FullUpdateStats()
        {
            //Add proc effects from Auras, Buffs, Debuffs and Talents
            ResetStats();

            var player = this as PlayerCharacter;

            if (player != null)
            {
                player.ApplyEquipmentStats();
                ScaleStats();
            }
            else
            {
                ScaleStats();
            }


            if (player != null)
            {
                player.ApplyTalents();
            }

            ApplyAuras();
            ApplyBuffDebuffs();
            ApplyStatusEffects();
            DetermineState();

            _damageDealable = CombatCalcEvaluator.EvaluateDamageDealt(this);
            RPG.Events.OnUpdatedPlayerStats(new RPGEvents.UpdatedPlayerStatsArgs());
        }
        public void InitStatsFromNewSave()
        {
            //Add proc effects from Auras, Buffs, Debuffs and Talents
            ResetStats();

            ApplyEquipmentStats();

            ScaleStats(); //todo: allow this
            //ScaleStatsCC();
            ApplyTalents();

            ApplyAuras();
            ApplyBuffDebuffs();
            ApplyStatusEffects();
            DetermineState();

            _damageDealable = CombatCalcEvaluator.EvaluateDamageDealt(this);
        }