Player health absorption values always get clamped to a minimum of 0, meaning absorption modifiers cannot make a character take more damage, only less, based on the value you input.
This is a really needless clamp, I cant find any reason why you would want to disallow absorption to increase damage taken.
Would be nice to unlock that.
Talking about the line of code in the health component under the DoDelta function, for me its line 415 but my file might be a bit outdated. It is now line 513 apparently.
Steps to Reproduce
clamp
-
10
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