title says it all, moving on from my kronos project. gonna be dropping some stuff that i did.

Code:
package io.ruin.model.skills.magic.spells.ancient;

import io.ruin.cache.ItemDef;
import io.ruin.model.combat.Hit;
import io.ruin.model.entity.Entity;
import io.ruin.model.entity.player.Player;
import io.ruin.model.item.containers.Equipment;
import io.ruin.model.skills.magic.spells.TargetSpell;

/**
 *
 * @Author Morrigan
 *
 * checks for tome before & after properly
 *
 *
 */

public abstract class BloodSpell extends TargetSpell {

    static {
        ItemDef.cached.values().stream().filter(def -> def.name.toLowerCase().contains("blood bark")).forEach(def -> def.bloodBarkEquip = true);

    }

    public static int bloodBarkEquipped(Player player) {
        int count = 0;
        ItemDef shieldDef = player.getEquipment().getDef(Equipment.SLOT_SHIELD);
        ItemDef glovesDef = player.getEquipment().getDef(Equipment.SLOT_HANDS);
        ItemDef bodyDef = player.getEquipment().getDef(Equipment.SLOT_CHEST);
        ItemDef legsDef = player.getEquipment().getDef(Equipment.SLOT_LEGS);
        ItemDef hatDef = player.getEquipment().getDef(Equipment.SLOT_HAT);
        if (shieldDef != null && shieldDef.bloodBarkEquip) {
            count++;
        }
        if (glovesDef != null && glovesDef.bloodBarkEquip) {
            count++;
        }
        if (bodyDef != null && bodyDef.bloodBarkEquip) {
            count++;
        }
        if (legsDef != null && legsDef.bloodBarkEquip) {
            count++;
        }
        if (hatDef != null && hatDef.bloodBarkEquip) {
            count++;
        }
        return count;
    }

    @Override
    protected void beforeHit(Hit hit, Entity target) {
        super.beforeHit(hit, target);
        if (hit.attacker != null && hit.attacker.player != null) {
            int count = bloodBarkEquipped(hit.attacker.player);
            if (hit.damage > 0 && count > 0) {
                int healAmount = (int) (hit.damage * (0.25 + (count * 0.015)));
                hit.attacker.incrementHp(healAmount);
            }
        }
    }
        protected void afterHit (Hit hit, Entity target){
            if (hit.damage > 0) {
                int healAmount = hit.damage / 4;
                hit.attacker.incrementHp(healAmount);
            }
        }

    }
thanks for @Polar for sharing knowledge with me and helping me figure out the algorithm cause my maths is bad.