Damage pipeline stages (base damage + AP/SP coefficient → multiplier application → armor mitigation → crit roll → flag determination), DamageMultipliers struct (action, da, ta, persistent, player, target, versatility, pet, crit), multiplicative stacking of modifiers, armor mitigation formula (armor / (armor + 7390) capped at 0.85 for level 80), critical strike default multiplier (2.0), damage school types (Physical, Holy, Fire, Nature, Frost, Shadow, Arcane, Chaos), HitResult variants (Hit, Crit, Dodge, Parry, Miss), snapshot mechanics for periodic damage (snapshot at application, not tick), action state capture.
Next steps