What It Is

A damage calculation system that adds armor and resistance mitigation to the base damage pipeline. It extends WCGASExecCalc_BaseDamage to provide context-aware, designer-configurable damage reduction.

What It Does

When damage passes through this execution calculation, it applies mitigation before the base class processes the final damage:

  1. Inherits the full base damage pipeline (SetByCaller read, crit, world context, lifesteal, etc.)
  2. Determines combat context (PvE vs PvP) via the GetCombatContext hook
  3. Loads context-specific resistance rules from Project Settings
  4. Detects damage type from the Gameplay Effect's AssetTags
  5. Applies armor mitigation using the configured formula
  6. Applies resistance mitigation to the armor-mitigated value
  7. Returns mitigated damage to the base class for final processing

Its Purpose

Provides a data-driven damage mitigation system that designers can configure entirely in Project Settings. Instead of hardcoding armor formulas, designers create Data Assets that define how each damage type interacts with defensive attributes.

How It's Used

  1. Create an Instant Gameplay Effect
  2. Add "Executions" → Set to WCGASExecCalc_DamageResist
  3. Add Gameplay Tags:
  4. Configure SetByCaller: