internal FinalDefenses(ParsedEvtcLog log, PhaseData phase, AbstractSingleActor actor, AbstractSingleActor from)
        {
            long start = phase.Start;
            long end   = phase.End;
            List <AbstractDamageEvent> damageLogs = actor.GetDamageTakenLogs(from, log, start, end);

            DamageTaken      = damageLogs.Sum(x => (long)x.Damage);
            BlockedCount     = damageLogs.Count(x => x.IsBlocked);
            MissedCount      = damageLogs.Count(x => x.IsBlind);
            InvulnedCount    = damageLogs.Count(x => x.IsAbsorbed);
            EvadedCount      = damageLogs.Count(x => x.IsEvaded);
            DodgeCount       = actor.GetCastLogs(log, start, end).Count(x => x.SkillId == SkillItem.DodgeId || x.SkillId == SkillItem.MirageCloakDodgeId);
            DamageBarrier    = damageLogs.Sum(x => x.ShieldDamage);
            InterruptedCount = damageLogs.Count(x => x.HasInterrupted);
        }