Damage Types

There are 3 types of damage able to be dealt: direct damage, non-direct damage, and magical damage. Direct damage and non-direct damage are both types of damage that can be defended against or have its damage dealt reduced via armor or enchantments. Magical damage is damage that all classes take the same damage from no matter their protection, so the only way to "reduce" the damage is to have more health to take more hits.

Direct Damage
The most common type of damage. This comes from many sources such as swinging your sword and shooting an arrow. It's damage that came directly from the player and not from another summoned entity. To determine if a damage source is direct damage, count the amount of hits it takes to kill a high defense player versus the amount of hits it takes to kill a no defense player. If it takes more hits to kill a high defense player, have them equip the Turtle class, and if you take damage from Thorns, it's direct damage.

Non-Direct Damage
Surprisingly one of the least common types of damage. This can come from sources like explosions where a shield can protect against the damage. It's damage that did not come directly from the player but is still able to be protected against. The way of determining if a damage source is non-direct damage is similar to direct damage, but if the damage source did not take damage from Thorns, it's non-direct damage. A summoned mob taking damage from Thorns does not count as direct damage as the player themselves had another entity deal the damage, like Demolitionist summoning a grenade when throwing it.

Magic Damage
A damage type that is seen frequently in classes. This is from damage types that cannot be protected against, such as potion effects. The only way to figure out if a damage is magic damage is to see if a high defense class survives it at about the same rate as a class with low defense. Most of Mage's wands are Magic Damage, Potion Pouncer's potions are Magic Damage, and Astronaut's railgun is also Magic Damage. Magic Damage is used for classes where we want easily controllable damage.