Armor of Gort damage cap bug fix

Armor of Gort wasn't capping damage taken properly, because order
mattered. To receive the full benefit of Armor of Gort, a player would
have to buff while already wearing his armor, and then never switch to
any other gear. Switching would lose the benefits due to pushing Armor
of Gort later in the list of defense mods.

This change moves the capping mechanism before all defense modifiers.

Example: a player wearing Plate (2-6 damage reduction) then casting
Armor of Gort would have a 30 damage non-magic hit reduced to 15,
then reduced by 2-4 by gort, then reduced 2-6 by plate, reaching as low
as 5 damage from a 21 damage hit.

A player who Gorts in a robe and then puts on Plate would have the
21 damage hit reduced by 2-6, then capped at 15, then reduced by 2-4,
resulting in in 11-13 damage taken.

Thus the order of mods could easily be as drastic as the difference
between 5 damage taken and 13 damage taken from the same common
attack (an equivalent would be a bow attack under Killing Fields).

This change will make Armor of Gort appear dramatically stronger.
In reality, it will just be working as intended, and as it always did for
a select few players with bad buffing habits.