Woo II - Damage, mitigation, and Healing
"Damage" is defined as any effect that causes combat to be invoked.
Damage is an attribute of the character and not of weapons or gear. For example, if a character has the ability to do physical damage, then the character's rating will be applied to any melee, projectile or thrown weapon that he or she picks up. The rating may be modified by the nature of the weapon ... for example, a melee weapon my do full damage per hit while a projectile weapon may do a fraction of that.
Note: numbers used in example here are purely for illustration. They have not been checked for validity or even rationality.
Similarly, if a character has the ability to do ranged, magical damage ... frost, for example ... then the player can do that damage even if he or she holds no weapon. However, a weapon with a magic multiplier will increase the damage done.
Basic Damage Unit (See character model)
A hit of any kind does a certain amount of damage. This can be expressed as a number ... for example, 50 frost damage. However, it is easier to facilitate releveling if the damage is expressed as a percentage of some standard unit. That is, for example, normal frost damage might be expressed as .8 of a standard unit, while a frost critical hit might be 1.4 of a standard unit.
Under this approach, the standard unit would probably start low and be adjusted higher for each level. This would allow characters to become more powerful as they level up without adjusting the values of individual character attributes.
Damage Type, Method and Application
Damage type refers to the quality of damage: physical, magic, disease, poison. Method refers to the delivery mechanism. Application refers to effects that occur after the damage arrives at its target.
Damage type refers to the quality of damage: physical, magic, disease, poison. Types may be further divided into subtypes. Types may be associated with applications (see below). This list is provided to illustrate the idea and is not comprehensive.
Method refers to the manner in which the damage is delivered: ranged, melee, passive/reflexive. These, too, may be divided into subtypes. This list is provided to illustrate the idea and is not comprehensive.
Application refers to what happens after the damage has been delivered. Damage-over-time, for example, falls into this category. Some applications are associated with one specific type of damage ... others with multiple types. This list is provided to illustrate the idea and is not comprehensive.
Each type of damage has an equivalent mitigation attribute. Mitigation attributes may also mitigate classes of damage: e.g., "magic", "poison". Mitigation attributes may mitigate by denying or diffusing application ... e.g., "reduce stun", "prevent silence" ... or by interrupting the damage method.
Note that curing disease, removing curses, providing damage shields and the like are considered mitigation rather than healing.
Technically, healing is neither damage nor mitigation. Rather, it increases the target character's health. This list is provided to illustrate the idea and is not comprehensive.