# NOTES ON THE HIT CALCULATION (the "Damage per hit" tab, the "How this was worked out" section).

model.bareHands=There is no weapon in the main hand. The damage of the fist itself is not counted — only what skills, devotion and items give; in the game a bare-handed character has a few points more physical damage.
model.dualDot=With dual wielding the damage over time is not split per hand: {0} is 0.75 of the sum of the dot of BOTH hands and the character's own dot, where every source is counted ONCE. Per hand the game shows "this hand's dot + the character's dot" in full, so the "per hit" line can be both larger and smaller than a hand. Only the dot carried by the weapon itself is treated this way (a component inside it does not count).
model.plainAttack=This is the default weapon attack with the main-hand weapon. A skill can be picked in the list above.
model.skill=Skill «{0}», level {1}.
model.skillNoWeapon=It has no weapon damage share — so the weapon does not enter this hit at all, and neither do the flat bonuses of items: only the skill's own damage is counted.
model.skillWeapon={0}% weapon damage: this multiplier applies to the weapon's damage together with its dot, but not to the skill's own flat damage.
model.charge=The skill is charged: {0}% at the last charge. The game's panel counts by that figure even when no charges are built up, and the multiplier applies only to the weapon damage share — the skill's own flat damage is left alone. The skill's own tooltip does not carry this multiplier: there the share is printed as {1}%.
model.modifiers=Skill modifiers folded into this hit: {0}. Their percentages belong to the attack, not to the character — which is why they are absent from the totals tab. The game folds them in too: for «Cadence» it prints 210 degrees and 5 targets, and those are the numbers of «Fighting Spirit».
model.temporaryIn=A temporary effect of the skill is folded in here: {0}. It is applied when the skill lands and lasts a few seconds — that is, while you keep attacking it stays up. But the game's panel shows the skill WITHOUT it, so compare the panel against the figure without temporary effects (shown below).
model.temporaryOut=Temporary effects ({0}) are not folded in here.
model.retaliation=The skill adds {0}% of the character's retaliation damage to the hit — that is counted and split by type. REMAINDER: for «Menhir's Bulwark» the rule gives 1089 fire against the 1092 needed, that is 0.28% off; where those three points come from is not worked out.
model.notCounted=Not folded in: {0}.
model.notModelled=Not taken into account: stacking of dots from different sources, critical hits, bonuses against a monster type (they multiply at the very end) and the target's resistances.

# Damage type names in the "Damage per hit" and retaliation lines: "1234 fire damage".
model.type.Physical=physical damage
model.type.Pierce=piercing damage
model.type.Fire=fire damage
model.type.Cold=cold damage
model.type.Lightning=lightning damage
model.type.Poison=acid damage
model.type.Life=vitality damage
model.type.Aether=aether damage
model.type.Chaos=chaos damage
model.type.Bleeding=bleeding

# Names of damage over time: "2072 burn per second".
model.dot.Physical=internal trauma
model.dot.Fire=burn
model.dot.Cold=frostburn
model.dot.Lightning=electrocute
model.dot.Poison=poison
model.dot.Life=vitality decay
model.dot.Bleeding=bleeding
