- type: damageModifierSet
  id: Metallic
  coefficients:
    Blunt: 0.7
    Slash: 0.5
    Piercing: 0.7
    Shock: 1.2
  flatReductions:
    Blunt: 5

# Like metallic, but without flat reduction so it can be damaged with fists.
- type: damageModifierSet
  id: FlimsyMetallic
  coefficients:
    Blunt: 0.7
    Slash: 0.5
    Piercing: 0.7
    Shock: 1.2

# Like metallic but very strong to resist most all basic tools and weapons.
- type: damageModifierSet
  id: StrongMetallic
  coefficients:
    Blunt: 0.7
    Slash: 0.5
    Piercing: 0.7
    Shock: 1.2
  flatReductions:
    Blunt: 14
    Slash: 14
    Piercing: 14
    Shock: 10
    Heat: 10

- type: damageModifierSet
  id: Inflatable
  coefficients:
    Blunt: 0.5
    Piercing: 2.0
    Heat: 0.5
    Shock: 0
  flatReductions:
    Blunt: 5

- type: damageModifierSet
  id: Glass
  coefficients:
    Blunt: 1
    Slash: 0.5
    Piercing: 1.1
    Heat: 0
    Shock: 0
  flatReductions:
    Blunt: 5

- type: damageModifierSet
  id: RGlass
  coefficients:
    Blunt: 0.8
    Slash: 0.5
    Piercing: 0.7
    Heat: 0
    Shock: 0
  flatReductions:
    Blunt: 5

- type: damageModifierSet
  id: Wood
  coefficients:
    Blunt: 0.5
    Slash: 2.0
    Piercing: 1.0
    Heat: 2.0
  flatReductions:
    Blunt: 5

- type: damageModifierSet
  id: Slime
  coefficients:
    Blunt: 0.6
    Slash: 1.2
    Piercing: 1.2
    Cold: 1.5
    Poison: 0.8

- type: damageModifierSet
  id: Scale # Skin tougher, bones weaker, strong stomachs, cold-blooded (kindof)
  coefficients:
    Blunt: 1.1
    Slash: 0.9
    Cold: 1.5
    Heat: 0.9
    Poison: 0.9

# Represents which damage types should be modified
# in relation to how they cause bloodloss damage.
- type: damageModifierSet
  id: BloodlossHuman
  coefficients:
    Blunt: 0.8
    Slash: 2.5
    Piercing: 2.0
    Shock: 0.0
    Cold: 0.0
    Heat: -0.25 # heat damage cauterizes wounds!
    Poison: 0.0
    Radiation: 0.0
    Asphyxiation: 0.0
    Bloodloss: 0.0 # no double dipping
    Cellular: 0.0

