public NonDirectDamageEvent(CombatItem evtcItem, AgentData agentData, SkillData skillData) : base(evtcItem, agentData, skillData)
        {
            Damage = evtcItem.BuffDmg;
            ParseEnum.ConditionResult result = ParseEnum.GetConditionResult(evtcItem.Result);

            IsAbsorbed = result == ParseEnum.ConditionResult.InvulByBuff ||
                         result == ParseEnum.ConditionResult.InvulByPlayerSkill1 ||
                         result == ParseEnum.ConditionResult.InvulByPlayerSkill2 ||
                         result == ParseEnum.ConditionResult.InvulByPlayerSkill3;
            HasHit       = result == ParseEnum.ConditionResult.ExpectedToHit;
            ShieldDamage = evtcItem.IsShields > 0 ? Damage : 0;
        }