internal FinalDefenses(ParsedEvtcLog log, long start, long end, AbstractSingleActor actor, AbstractSingleActor from)
        {
            IReadOnlyList <AbstractHealthDamageEvent> damageLogs = actor.GetDamageTakenEvents(from, log, start, end);

            DamageTaken         = damageLogs.Sum(x => (long)x.HealthDamage);
            BreakbarDamageTaken = Math.Round(actor.GetBreakbarDamageTakenEvents(from, log, start, end).Sum(x => x.BreakbarDamage), 1);
            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.GetCastEvents(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);
        }