public enum DamageStageThe fixed sequence a hit passes through.
Remarks
Doc 28 § Combat's own list, and the order is the whole of the opinion: Compute → Crit → Mitigate → Absorb → Apply → React. A game inserts a rule at a named point rather than replacing the pipeline — G-Q4, decided in favour of extensible, because a wholesale replacement gets a game a pipeline with none of the tested edge cases and no way back.
⚠ Absorb after mitigate is not arbitrary. A shield that soaked the pre-mitigation number would be worth several times its face value against an armoured target and nothing against a naked one, which is not what anybody writing "absorbs 500 damage" means.
Fields and properties (6)
ComputeWhat the ability is worth, before anything happens to it.
CritWhether it crit, and what that multiplies it by.
MitigateWhat armour, resistance and reductions take off.
AbsorbWhat shields soak, out of what is left.
ApplyWhat actually happens to the target's health.
ReactWhat the world does about it: threat, procs, interrupts, death.
Used by (13)
- BaseDamageRuleVixen.Gameplay.Combat
- CancellerVixen.Gameplay.Combat.Tests
- CriticalStrikeRuleVixen.Gameplay.Combat
- DamagePipelineVixen.Gameplay.Combat
- DamagePipelineTestsVixen.Gameplay.Combat.Tests
- HalverVixen.Gameplay.Combat.Tests
- HealthRuleVixen.Gameplay.Combat
- IDamageRuleVixen.Gameplay.Combat
- NumberedVixen.Gameplay.Combat.Tests
- RecorderVixen.Gameplay.Combat.Tests
- ResistanceRuleVixen.Gameplay.Combat
- ShieldAbsorbRuleVixen.Gameplay.Combat
- ThreatRuleVixen.Gameplay.Combat