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Damage is made up of 3 major components:
 
Damage is made up of 3 major components:
  
*Armor Categories, which define what [[apparel]] protects against it.
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*[[Armor Categories]], which define what [[armor]] protects against.
 
*[[Damage Types]], which defines what damage does what [[injury]].
 
*[[Damage Types]], which defines what damage does what [[injury]].
 
*[[Health Difficulties]], which defines that the consequences are of an injury.</onlyinclude>
 
*[[Health Difficulties]], which defines that the consequences are of an injury.</onlyinclude>
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==Armor Categories==
 
==Armor Categories==
{{Main|Apparel#Protection}}
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Armor protects against certain things. Cross-reference this with the [[Damage Types|damage types]] table to see what's category protects what.
Apparel protects against different types of damage to different extents. There are three categories of armor that each apparel can have: Sharp, Blunt, and Heat. Cross-reference these with the [[Damage Types|damage types]] table to see what's category protects what.
 
  
How much protection armor gives is determined by its '''armor rating'''. In-game this protection is calculated as follows:
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How much protection armor gives is determined by its '''armor rating'''.
#The armor rating is reduced by the armor penetration value, dependent on the weapon. This gives the "effective armor rating"
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*Each point of armor from 1 - 50% reduces damage by 1%.
#The effective armor rating is then compared against a random number from 0 to 100:
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*Each point of armor between 51 - 100% provides a 1% chance to not take damage.
#*If the random number is under half the effective armor rating, the damage deflects harmlessly.
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*Each point of armor beyond 100% reduces damage by 0.25% and gives a 0.25% chance to not take damage.
#*If the random number is over half the effective armor rating, but not higher than the armor rating, the damage is halved.
 
#*If the random number is greater than the effective armor rating, the armor has no effect.
 
#If any damage remains, then the same process is applied to the next item on a lower layer using the new damage (if halved) or full damage (if the armor had no effect) and retaining the full AP of the attack. Damage halving is applied multiplicatively - so if the two layers both half the damage, the pawn receives one quarter of the damage.
 
  
IF Sharp damage is mitigated at any point, it is converted to Blunt damage ''after'' all calculations for all layers of apparel are complete.
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{{:Armor Categories}}
  
 
==Damage Types==
 
==Damage Types==

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