Base damage calculation (base_min/max + AP/SP coefficient), damage pipeline stages, DamageMultipliers struct (action, da, ta, persistent, player, target, versatility, pet, crit), multiplicative stacking, armor mitigation formula (armor / (armor + constant) capped at 85%), critical strike chance from rating, hit/miss/dodge/parry tables, damage school types (Physical, Holy, Fire, Nature, Frost, Shadow, Arcane, Chaos), HitResult determination, two-roll vs one-roll hit tables.
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