It would be great if you could implement having multiple Absorb Damage events per damage (status change) instance in all Target Change settings. Probably like in the other changes/bonuses where we can "Add Absorb Damage", something like this:
My use case is that I have 3 resources in my game:
HP Mana (used for magic spells) Stamina (used for physical abilities + running)
I am trying to implement having equipment that add Lifesteal/SpellVamp (HP), Mana Steal, and Stamina Drain, where different pieces of equipment can each add to how much the combatant can steal each resource using a formula which involves a Status Value for each resource steal (default value is 0).
Setting it up is workable enough, but currently the settings only allows us to Absorb Damage to 1 Status Value.
So for example, if my combatant is wearing equipment that add to resource steal for all three (or however many depending on game design) resources, currently there is no way to do it.