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Q. My hair is not very curly but it is definitely not straight, would TR be worth it or not? A. People with curly hair think they want straight hair, but they don't. With straight, flat hair, they wouldn't know what to do with it. Straight, means stick straight! If you have difficult to manage hair, start with "Vertical Smoothing" (conventional method). If your hair is structurally competent you can always shift to TR. Q. My hairdresser said I should just let my hair sit for 6 months (no blow drying, no color, no processing at all) before TR. He said I'll be much happier with the result if I wait. Thoughts anyone? A. You will be much happier and your hair will be really shiny and really softer. Q. Will my hair require any special treatment? A. The answer is a definite yes. The primary component of hair is protein, accounting for over 85 percent of its structure. Any chemical service that alters the cortex may cause protein loss. Hair that is lacking protein will break easily. Natural color will look dull and lifeless and appear lighter in spots. The primary culprit in protein loss is chemical services. Protein damage almost never occurs without moisture loss. After Thermal Reconditioning the hair will be chemically altered and in a softened condition and it can easily be damaged. It needs a network of complex reinforcement formulas that can build strength and flexibility to give hair substance and resilience so it can bounce back. This empowers the chemically TRd hair's inner structure and dramatically improve its outer appearance. Without an intensive at-home care follow-up reconditioning treatments, you cannot expect successful results. Q. Is it possible to reverse the TR process by using a wave procedure? A. The process can be reversed by using a wave procedure. For a natural look, what you have to do now is to get a perm by using the right size of roller sets that matches your natural curl/wave pattern. Perform a test curl first, because preliminary results show more cysteic acid in the hair than is usually found when the TR service is oxidized, therefore, it can be tricky. You need a stylist who is skilled in permanent wave procedure. Q. Is there another process other than TR that can straighten hair safely, and with minimum amount of damage? A. Yes there is. Go with the conventional thioglycolate hair straightening method. I refer to this service as "Vertical Smoothing". Remember, with any chemical hair straightening service, it is very important to have structurally competent hair. Q. Can I get TR just once, and then have curls grow back? What does hair look like in transition? A. Yes you can get TR once and have your curls grow back. But keep in mind that as the new growth emerges you'll notice a contrast between the TRd hair and your natural re-growth. At this point you have a multiple choice:
Q. I had the Yuko TR done on my hair; can I switch to Liscio or any other TR brand? A. Yes. The chemical ingredient in all TR products is thioglycolate or a derivative of glycolate. Therefore, you can switch back and forth to any TR brand. Q. How long after the last conventional/curl reducer thioglycolate hair straightening must I wait before treating with TR? A. Two weeks, if you are looking for straighter results. Remember, with any chemical hair straightening service, it is very important to have structurally competent hair. Q. Is wash and go hair just a fantasy or is it actually achievable with TR? A. Wash and go is "wash and go" and not "wash and styled". Your hair will still need blow-drying, and sometimes flat-ironing as well. This also depends on the texture, and the condition of your hair. Highlighted or color treated hair may not look as soft, silky and shiny, and, may require more time to achieve a styled look. Q. Do I need to avoid all types of moisture for 48-72 hours? Steam rooms, Hot tubs, Gym, perspiration? A. Yes. Although this makes bathing difficult, the long-term results will be the client's reward. Q. What about layers in the hair? A. It is okay; nonetheless, this procedure looks the best on one length hair. Consider growing out your layers. Q. Will the hair revert back to expose previous curl? A. In some situations, with very strong resistant hair, some of the wave may revert. In this case the reforming solution step #1 may need to be applied through the ends when it is time for a retouch. Q. How is it possible to avoid bends from the iron? A. By holding and ironing the hair at 90 degrees straight out from the head and using a continuous motion while working toward the ends of the hair. Also, avoid holding the iron in one place for any length of time. Q. How is it possible to avoid having the ends of the hair look frayed? A. When ironing through the distal ends of the hair gently reduce the pressure and bevel the ends under with the Iron. Be careful not to bend the hair with the iron. Q. Is Japanese hair straightening and thermal reconditioning the same treatments? A. Yes. The hair is permanently straightened and reconditioned/repaired simultaneously through compressed thermal heat generated from a flat iron. The compression and heat transforms the hair into a straight configuration. The ironing process, which can take several hours, also seals previously applied proteins and conditioners into the hair, leaving the hair, soft and glossy. Q. Will TR fade color-treated hair? A. Yes, artificial color may fade somewhat with this process. Redken's Shades EQ no lift, demi-permanent hair color can be used to complement your natural base color without damage. Q. Does TR affect the color of virgin hair? A. Yes. Virgin hair may lift one shade or less. Q. I have color in my hair, will that matter? A. Tints and semi-permanent hair color that deposit color are not usually any problem at all. Q. Can I get Thermal Reconditioning if I have highlights? A. Highlights can be very tricky to work with. The highlighted sections are usually treated differently from the non-highlighted sections. For example, the highlighted areas might require a milder processing solution, shorter processing time, additional proteins/conditioners to repair/protect the strands, and a cooler temperature applied during the ironing process than would be required for non-highlighted areas. This makes the timing very difficult because some hair is lightened right next to hair that is not lightened. A prior consultation with your stylist is necessary to determine if Thermal Reconditioning will be a good choice for those with highlighted hair. Q. What about bleach? Is this O.K.? A. Not usually. Highlights often contain bleach so it is imperative you see your stylist before the treatment. They may want to cut some hair and test it to make sure there are no surprises. Q. Can clients use TR on hair previously treated with relaxer products containing Sodium Hydroxide? A. No. The chemical ingredient in all TR products is thioglycolate or a derivative of glycolate. Sodium hydroxide and thioglycolate do not mix. I heard some stylists doing it for whatever reason, but I do NOT recommend it. Ask any chemist and they'll tell you it is a no go. Q. How long do I need to wait before coloring the hair? A. Fourteen days for all types of color, including demi-permanent. You will want to keep the hair as straight as possible throughout and after the TR service. You risk the chance of the hair slightly reverting if the hair is colored too soon after this service. Q. Explain the thermal reconditioning process. What does it entail? A. Thermal reconditioning includes a four-step process, a flat-ironing segment and continual infusion of proteins/conditioners into the hair. First, straightening solution is applied and removed when the hair reaches its optimal elastic state. Second, quarter-inch sections of hair are meticulously flat-ironed throughout the head. This process simultaneously straightens and repairs each hair. Third, a chemical neutralizer is applied to "set" the hair in its straight configuration. Fourth, the hair is rinsed, blown dry and flat-ironed to a straight, glossy finish. The entire process can take an average of 5 hours. Extremely tenacious, thick, long hair could take longer to complete. Q. How long can I expect this service to last? A. Thermal Reconditioning/TR is a permanent straightening service. The hair will remain straight until it grows out. Q. How long should I wait to shampoo or color my hair after a Thermal Reconditioning treatment? A. Wait 48-72 hours to shampoo or wet your hair. Wait two weeks to color or highlight your hair. Because the hair will become more structurally porous-not visually porous-following thermal reconditioning, I recommend using a lower volume peroxide to touch-up previously thermal/highlighted hair, and using 1-2 shades lighter than before when choosing an all-over color. Inform your stylist about the structural change in your hair so he or she can compensate for this when you have your color touched up. Also, the hair should not be bound, clipped, pinned or in any way crimped for any prolonged period of time after the TR process. It is not recommended to wear a hat or tuck your hair behind your ears for 72 hours. This may create a permanent crease in the hair. Q. Will I need to use special shampoos and conditioners following this process? A. I always advise my clients to use quality products on their hair. Following a Thermal Reconditioning treatment, I recommend using acid balanced products. Q. Can I let my hair naturally dry after the TR Straightening? A. Naturally drying the hair is actually more damaging to the hair than applying heat after the TR process. The hair retains a "Heat Memory" after the TR process. When heat is applied by either a blow dryer or flat iron, the hair immediately responds by softening and smoothing leaving the hair cuticle flat and extremely shiny. You can naturally dry the hair but without the same degree of smoothness. Q. Can TR system be used on African Canadian Hair? A. The TR System is not recommended to use on Afro-Canadian Hair. The straightening system is not strong enough to relax Afro-Canadian Hair. Q. What will my hair look like after the treatment? A. Your hair will be straight and will feel incredibly soft and silky with more shine. Q. Will I still need to blow-dry my hair after the treatment? A. Sometimes yes, but just tussling the hair to get the moisture out. This usually takes about 4 to 5 minutes instead of 45 minutes! Some people will not need to blow-dry at all. In most cases you will not need any kind of brush. Q. Can TR be safely used on clients who have chlorine, well water or salt water in the hair? A. I recommend conducting a preliminary strand test first, especially if you have blonde hair and swim in chlorinated pool; your hair may have a green cast after a TR service. Or, have your stylist use a clarifying shampoo and treatments for a few weeks before receiving TR. Q. Will I get any breakage as a result of a bad treatment? A. It is possible. If the stylist does not know what they are doing, you could get breakage from the service, although it almost never happens with a trained and competent Hairstylist. Q. How long will the TR last? A. Touch ups vary depending on the intensity of the curl at the scalp and the texture of the hair. In most cases touchups are needed four to seven months. Q. How long do I have to wait for a retouch? A. There must be a minimum of 3 to 4 inches of re-growth to perform a retouch. This may be four to seven months of new growth. Q. When I get the new growth re-touched, do they do all the hair again? A. No, just the new growth is treated. The other hair is usually protected by using oil or conditioner so the solution will not saturate into the previously treated hair. If there is still curl or wave in the previously treated hair, the solution can be applied, but for a shorter period of time. Q. When I go back for the re-growth, does it cost less? A. Not usually. The retouch is often more difficult, more delicate and there is more time involved to perform the retouch. Often the cost will be the same or more than the first treatment. All the hair still has to be ironed even though the solution is applied mainly on the roots. It is strongly recommended that you go back to the same stylist as before or find someone better! Q. I'm confused. I'm having TR next week. After years and years of blow drying and ironing, I thought after TR I wouldn't have to use an iron again. But it sounds from a lot of you that I do! Can someone please explain this? I thought the hair comes out very straight and you just wash and go!! Thanks ahead! A. How your hair comes out post-TR depends a lot on the condition of your hair pre-TR, and the experience of your stylist. If you have "virgin" hair (no highlights, previous relaxers, etc) then you have a better chance of winding up with "wash and go" hair... that is if you go to a good stylist. However, if you've had chemical processes done to your hair in the past and that hair hasn't grown out yet, you may need to do more post-TR ironing to get that straight sleek look. Q. My hair has been colored and highlighted. Will thermal reconditioning work on my hair? A. Yes. However, the highlighted sections are treated differently from the non-highlighted sections. For example, the highlighted areas might require a milder processing solution, shorter processing time, additional proteins/conditioners to repair/protect the strands, and a cooler temperature applied during the ironing process than would be required for non-highlighted areas. What I tell my clients is that the further away the hair is from being virgin, the further away the hair is from potentially going straight. Hi-lutes really make the process very difficult and sometimes the hair has to be left a little wavy to preserve the hair's strength. Taking it totally straight could ruin hair that has a blown cuticle. If you have soft fuzz, it is slightly under processed. If you have hard fuzz, then the hair may be over processed. Q. Can I TR my hair at-home? A. I do not recommend ever doing your hair at home. Home-jobs are usually done by people without the ability to troubleshoot, especially with hair that has been TRd. People doing their own hair lack the physical perspective which can make all the difference in the outcome. I think that you need to take the time to find a stylist during a time when you are not in an emergency situation. There are many ways to find a great person. Go conduct interviews. There are many ways to find a skilled TR technician. Q. What should I expect to look-like after TR? A. If you go in with curly fried hair, you'll leave with straight fried hair. The hair will feel very conditioned for a while after the straightening, but the added proteins will eventually wear off, and you'll be left with "straight" and "whatever condition you had before." There are no miracles. Q. What's the best protection for ironing my hair? A. Best protection against the iron is NOT to iron! If you have to iron, paper your iron. They are cotton, white, soft cloth-like paper towel. The papers are wrapped around the irons so the hair does not come into contact with direct heat. Heat is heat, whether it's passing through a ceramic plate or metal plate. If it can burn your skin, it is burning your hair. The papers soften the blow to the hair. Other than that, my advice is to keep the ironing to minimal, maybe a couple times a month for the optimum hair, or for if you want to continuously use the iron, set at lower temperature. Q. Some stylists recommend the Ionic Treatment immediately after TR. Do I need this Treatment? A. The TR used to straighten your hair already "conditioned" your hair, therefore it doesn't require conditioning treatment on same day as TR. Your hair should already be silky, glossy and smooth. If using a silicone based TR...The silicone wears off in a short amount of time which results in the hair feeling not as it did as the day of service. If this is the case...you can use Redken or the ID CARE treatment. Consult with your TR stylist as to which hair care products to use and how to use them. Q. Which TR system is the best? A. Don't think about the TR solution. The stylist is the most important thing. Yuko is first TR solution in the world. I like STRAIGHT TIO a lot because it is the most versatile TR product on the market. Liscio, iStraight, Rusk STR8, I think they are great as well. Not a big difference. It all depends on the stylist's experience. Each stylist has different experience with their TR system. But nobody can say that their system is best. There is no master of TR and the best one is just a little more experienced. Q. I requested the stylist to leave a little volume and a slight curl under at the bottom. When I get my touchup would I be able to curl the ends under again? A. We can control a slight under with flat-ironing, but it all depends on the customer's hair condition, texture, and hair length and hair cut. With the first TR it is possible, but the second TR is not possible to do an under curl because we are not going to apply the TR solution to the previously TRd parts. If you want to slightly curl the ends, we have to apply the solution on your old-TR and there are some risks involved.
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ELIZABETH & MICHELLE samurai forever!! We're cool! & we eat lunch together
& have dumb English 1121 together! We like green pants! Because Lix made a cool
poem about green pants! We both have 2 Es & an L in our names!* But Michelle has 2 L's. Obviously. We like our cats with catsup! Because in AP Lit we read a poem about catsup, and Lix wrote a poem based off of that. We're both in sports!! Except, Michelle runs and Liz hits round things with long things. We're Magnificent Samurai! & so are Meghan, Kate, Jess, Rachel, & Chrissy! & together we are the Magnificent 7 Samurai & Other-Elizabeth is Chico(: We like cake! Because it is yummy! P.S. If you wanna be friends with us, just ask. we like friends. We like FreeRice.com!! Mrs. Akers likes to call it "feeding the world;" we like to call it "friendly competition." This is us. & Rachel. & I think Meghan. Half of Meghan.
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Elixabeth & Michelle!! :D
We are such excellent friends!! And we are Samurai!! :D:D:D:D:D:D:D:D:D:D :) Check out the sequel, Elixabeth made it!
Michelle Wadeon 7 January 2011
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I was born in Ortaköy on 24th November, 1987. I completed my primary school at Gönyeli Primary, Middle and Secondary school at Bayraktar Nicosia Turkish High School and my undergraduate at Near East University from Psychological Counseling and Guidance Department were I graduated in 2009.
During the summer period of 2007/2008, I did my internship at the Legal Department of Near East University Rector unit.
I have worked as Secretary with the Maritime Faculty from September 2009 and was later transferred to Civil Engineering Department in May of 2010 where I am serving till date. I am married.
Conferences attended are;
- On December 3, 2007, "in the December 3 World Disabled Day Symposium" participated.
- On 19 April 2008, "I. Special Education and Autism Symposium "participated.
- 10-11-12 July 2008 "V. National Psychological Counseling Student Congress "joined.


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Let us know when your receive great advice so we can thank our lawyers and point others with similar questions in the right direction.Got it!
I was in an auto accident and have undergone several surgeries but still need one more major surgery and physical therapy. The at fault parties insurance policy is not big enough to cover any more medical bills. Is there any other option to having the rest of the medical bills covered?
If the other party was working at the time, perhaps a corporate insurance policy applies. Perhaps the other driver or owner had other insurance policies. If neither of these avenues checks out positively, your only realistic option is to file a claim under your own Underinsured Motorist (UIM) coverage. This is mainly because people who have minimal insurance often have minimal non-exempt assets.
In a UIM claim, you would have up to the difference between your limits and his limits.
For example, let's say you had $100K/300K coverage and the other driver only had $20K/40K. After collecting his $20K, you would have up to 80K available from your carrier.
What I would suggest you do, before handling this by yourself anymore, is to get a lawyer. Lawyers are good at sniffing out insurance policies that do not appear to exist. We know how to locate them, how to go about making them pay, and negotiate medical bills downward substantially.
Most significantly, if you have bills exceeding the state minimal limits of $20K, you have a serious injury and should have a lawyer representing you regardless. You have had surgery, so that alone is serious enough to suggest you should obtain a lawyer now before it is too late.
Many of us would be happy to assist you. Nearly all of us who handle injury cases in Illinois meet with clients without obligation and charge fees that are contingent upon recovery.
Stephen L. Hoffman
Law Office of Stephen L. Hoffman LLC
Chicago, IL
Email: firstname.lastname@example.com
Website: www.hofflawyer.com
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This answer posted on Avvo is for informational and educational purposes only. There is no attorney-client relationship created or formed and you should not rely on this as legal advice. The suggestion is made that if you wish to protect your rights, you consult with an attorney immediately.Ask a similar question
Have your attorney investigate the uninsured motorist coverage which may be available to you. if you have private insurance or Medicare or Medicaid, this is another source of payment on your bills.
You should obtain needed medical care and treatment immediately and follow the doctor's advice. Do not give any statement to the adverse party or insurance company nor grant them access to any medical records. Photograph the injuries and the damage done to any property. Contact a personal injury attorney in your area as soon as possible so that you can protect your rights. You may also find it helpful to review the Legal Guides I have published on Avvo.com dealing with many of the issues you are now facing. The Guides can be accessed through my profile page on Avvo.com.
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Mr. Lundeen is licensed to practice law in Florida and Vermont. The response herein is not legal advice and does not create an attorney/client relationship. The response is in the form of legal education and is intended to provide general information about the matter within the question. Oftentimes the question does not include significant and important facts and timelines that, if known, could significantly change the reply and make it unsuitable. Mr. Lundeen strongly advises the questioner to confer with an attorney in your state in order to ensure proper advice is received.
This ans. does not create an attorney/client relationship.Ask a similar question
Underinsured motorist coverage. Contact one of the above distinguished lawyers in your state to investigate.Ask a similar question
You have a number of options. The first and most obvious option is that you need to make certain all medical care has been submitted to all available insurance including private group health insurance, Medicare, Medicaid, and public aid. That alone, will dramatically reduce the amount that you owe. Reducing the amount that you owe dramatically increases the amount available for you to receive. As others have pointed out, there may be commercial insurance if the other driver was driving a company vehicle.
The only way to be positive that you will have enough insurance to cover very serious injuries is to maintain health insurance and high limit automobile insurance. If the limits of your insurance are $300,000 but the at fault driver only had a $20,000 policy, you can make an under insurance claim against your own policy for $280,000 if you're injuries merit that recovery. As Mr. Hoffman points out, any of us would be more than happy to explain your options in greater detail, in our offices or on the telephone. Good luck.
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Hopefully you are represented by an experienced personal injury attorney who can explain your options to you. There should be a policy-limit demand made and a claim filed with your own underinsured motorist coverage. Also, options require an examination of whether the bills are paid by health insurance, auto policy med pay or are simply medical provider and physicianns liens that have been perfected. If you don't have an experienced injury lawyer, get one now. Most of us provide free consultations. www.galivanlaw.netAsk a similar question
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T.I. Sentenced to 11 Months in Prison
This week, rapper T.I. has gone from hero, to prisoner. Just days after convincing a man not to commit suicide, a federal judge denied the Atlanta rapper's request for clemency and sentenced him to 11 months in the slammer for violating his probation last month. That's four months longer than his previous sentence for federal weapons charges...
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Follow us @SJRsports or like SJ-R Sports on Facebook here. Get printable versions of the CS8
and Sangamo conference schedules here.
On game nights, keep up with the action throughout central Illinois on our Prep Football Game Night page, where you'll find in-game score updates and tweets from our reporters and others. Join the game-night conversation by adding #sjrpreps to your tweets.
Preseason rankings: SHG, Rochester top preseason football polls| Full rankings
Chatham Glenwood: Would-be QB Fay switches to defense | Roster
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Rochester: Sembell takes over as feature back for Class 4A state champs | Roster
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Southeast: Kendall Tyler wants to follow brother's path to college | Roster (TBA)
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Brand Label: Levis
ITEM MOVED TO ARCHIVE: On May 15, 2017 3:21 pm, Fashion Stylist Online noted this item may be out of stock at macys because it was not referenced in their latest online catalog. If this item is out of stock at macys, you may be able to find similar fashions sold there or elsewhere on our Levis Designer Brand Directory.
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Levi's Westwood Cotton Cargo Shorts, Toddler & Little Boys (2T-7) Other Kids' & Baby Clothing - Shorts.
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Can you say "dream job"?
Last week we brought you the story of a developer from the RPG company Roll20 who projects digital maps onto the table for his gaming sessions. Now comes news that his company is looking to hire a professional dungeon master:
Roll20 is seeking a seasoned Game Master (DM, GM) to become our roleplaying game system guru and Twitch livestream producer as a part-time independent contractor. We welcome over 1,500 new tabletop gamers across a wide spectrum of roleplaying games interests to our program every day. The ideal candidate for this position will have a strong history in tabletop roleplaying games of all genres, be proficient with Roll20 Virtual Tabletop, Twitch livestreaming and social media interactions, along with extraordinary written and verbal communication skills.
Contractor will work with our entire Roll20 Development team to create engaging content for our audience, with an emphasis on showing the best ways to utilize the Roll20 platform across a wide array of gaming experiences. Contractor will host at least two live game broadcasts per week, produce Q&A sessions for the community along with our Dev Team, and be a general "go to" resource for other GMs who want to make the most of Roll20's toolset in their games.
You can find more about the position over at the Roll20 Blog.
(via io9)


text:
A gastroenterologist is a specialist in the diagnosis and treatment of disorders of the digestive system and related organs. Gastroenterologists examine patients and perform diagnostic procedures using upper and lower endoscopy to evaluate problems in the digestive tract or associated organs, such as the liver, gallbladder or pancreas.
MPMPC's board-certified gastroenterologist is Dr. Stanton Tripodis who is located in the Enterprise II office. Your family physician or internist will arrange a referral if you need to be seen by a gastroenterologist.


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text: NEW YORK (AP) ¿ Shares of telecommunications equipment maker Neutral Tandem Inc. rose Wednesday as an analyst upgraded the stock, saying he expects strong growth in the next couple of years and a recent sell-off makes the shares attractive. R.W. Baird analyst William Power said in a note to investors that the company, which provides services that connect phone networks between providers, will have 36.1 percent revenue growth in 2009, while earnings per share will grow 58.3 percent. Growing numbers of wireless subscribers and continuing strength in the company's older markets bode well for the future, Power said. He estimates earnings per share of $1.14 in 2009, growing to $1.40 in 2010. Analysts surveyed by Thomson Reuters, on average, expect profit of $1.16 per share and $1.43 for those years, respectively. Power upgraded his rating on the stock to "Outperform" from "Neutral" and raised his target price by $5 to $33. Neutral Tandem shares, which hit a 12-month high of $32.57 earlier this month and have since lost a quarter of their value, rose $2.12, or 8.7 percent, to $26.39 in afternoon trading Wednesday.


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By Gary Mihoces, USA TODAY
Due to concussions, it is uncertain if quarterbacks Kevin Kolb of the Philadelphia Eagles and Matt Moore of the Carolina Panthers will play this weekend. With potential quarterback controversies looming, their coaches said Monday that both will remain starters once healthy.
Eagles coach Andy Reid said Kolb won't practice until at least Friday while undergoing tests and examinations. The same applies to linebacker Stewart Bradley. Both players were concussed during the first half of Sunday's 27-20 loss to the Green Bay Packers.
10 QUESTIONS: More troubles ahead for Bengals' Ocho/T.O. tandem?
With Kolb out Sunday, Michael Vick led the Eagles to 17 second-half points. In Kolb's debut game as successor to Donovan McNabb, he was 5 for 10 passing for 24 yards in the first half. After the game, Reid said Kolb would start when healthy. He repeated that Monday.
"Well, let me say it again. I know I'm using poor English. Kevin Kolb is the No. 1 quarterback," said Reid.
The Eagles play at the Detroit Lions on Sunday. Reid declined to say whether Kolb and Bradley might start if cleared to practice Friday. "Well, we'll see," he said. "… I don't want to do anything that puts these guys at risk."
Carolina's Moore sustained a concussion late in the Panthers' 31-18 loss to the New York Giants. He was intercepted three times in the end zone.
Carolina has rookie quarterback Jimmy Clausen, but coach John Fox said Moore will start against Tampa Bay Buccaneers Sunday if healthy. Moore is also undergoing evaluation.
Fox, describing Moore's status as "day-to-day," said Carolina's problems went beyond Moore: "There's a lot of moving parts in the pass game, and we've had some issues in a lot of different areas."
• After quarterback Alex Smith was intercepted twice in the San Francisco 49ers' 31-6 loss to the Seattle Seahawks, Smith said his team had problems getting plays in from the sideline in a timely manner.
"I think it's great that he mentioned this is the problem," coach Mike Singletary said Monday.
Singletary said he would consider the merits of having play-caller Jimmy Raye move from coaching booth to the field. Singletary said Sunday he never considered going to backup David Carr.
•Third-year pro Dennis Dixon quarterbacked the Pittsburgh Steelers in their 15-9 overtime victory against the Atlanta Falcons. He was intercepted once and did not throw for a touchdown.
Coach Mike Tomlin has yet to officially name Dixon as the starter for Sunday at the Tennessee Titans. Charlie Batch, 13-year vet, is the backup.
Asked after Sunday's game whether Dixon would start this week, Tomlin said, "We'll talk about (it later) … because today we're going to bask in it along with Dennis."
We've updated the Conversation Guidelines. Changes include a brief review of the moderation process and an explanation on how to use the "Report Abuse" button. Read more.


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%% Image removed per Image Pickin' thread: http://tvtropes.org/pmwiki/posts.php?discussion=1466640404071877200
%% Please see thread to discuss a new image.
[[quoteright:350:[[VideoGame/CastlevaniaSymphonyOfTheNight http://static.tvtropes.org/pmwiki/pub/images/scratch_damage_7.jpg]]]]
[[caption-width-right:350:A wild TOMBSTONE appeared!\\
Alucard used SLASH!\\
[[Franchise/{{Pokemon}} It's not very effective]].]]
%% Caption selected per above IP thread. Please do not replace or remove without discussion here:
%% http://tvtropes.org/pmwiki/posts.php?discussion=1404492079030138900
''All successful attacks must inflict some measure of damage, no matter how minor.''
You've gotten the InfinityPlusOneSword (or plus more, even), the spikiest, [[PowerGlows glowiest]] armor and trinkets in the game, and your MadeOfIron stats make you an almost ImplacableMan under most circumstances...
...But [[TheGoomba the snail]] that [[RandomEncounters randomly appears]] outside your hometown still does a measly ONE point of damage! In fact, this is the same amount it did when you first started out, and no amount of LevelGrinding will ever change that.
For some reason (probably due to the original ''TabletopGame/DungeonsAndDragons''), many games absolutely refuse to let a player be utterly invincible and will let even the weakest enemies do token damage long after pure stat calculations should have zeroed it out.
In some games, weak enemies will only manage to inflict damage by landing the occasional CriticalHit. But unless there are other game mechanics at work, like self-inflicted damage caused by a distracting or disruptive attack, they shouldn't be able to hurt you ''at all'' with their furry paws while you're wearing your Flaming Armor of Awesomeness, CriticalHit or not.
Fortunately for you, many RPG systems apply ScratchDamage both ways: Your SquishyWizard's fragile fisticuffs may not be a useful weapon, but even they can be counted on to deliver the token 1 point damage per hit (that is, ''when'' they hit), making him NotCompletelyWorthless even when he's been [[StandardStatusEffects Silenced]] or [[ManaBurn drained]] of his [[{{Mana}} MP]]. Likewise, ScratchDamage can sometimes be used to probe for [[ElementalRockpaperScissors elemental weaknesses]]: If that Lv.0 magic fireball can inflict at least 1 point of damage, you don't have to risk a [[NukeEm Level 100 Holy Hellfire]] only to discover that your enemy is [[NoSell impervious]] ([[FeedItWithFire or worse]]) to its effect. But this is by no means universal, and other RPG systems will happily reduce your attacks to zero points or "no effect" if your attack power is too low or the opponent's defense too high.
Occasionally, [[MetalSlime rare and elusive monsters]] may be designed entirely around the concept of ScratchDamage, with their total HP measuring in the ''single digits'' but absolutely nothing your [[MightyGlacier strongest warrior]] can dish out ever scores more than the token 1 point damage. Expect these foes to be the only times where ScratchDamage is a [[DeathOfAThousandCuts practical means of attack]]; other opponents simply have [[HealthDamageAsymmetry too much HP]] for the token 1 point to make a practical difference (beyond an occasional CherryTapping).
ScratchDamage is also common in {{Fighting Game}}s, where a player's {{Special Attack}}s commonly inflict a small amount of damage even when blocked, and are referred to as ''Chip Damage''. It is legitimately possible to KO one's opponent in this manner, but is considered poor sportsmanship (some ''Franchise/StreetFighter'' games would in fact label the victory as "cheesy", with a piece of cheese for the victory icon).
Guaranteed to drive a {{Munchkin}} all the way up the wall (and probably through the ceiling due to his optimized Strength...) and is also the bane of those attempting a NoDamageRun, especially when coupled with RandomEncounters.
If someone dies from this, it's a DeathOfAThousandCuts when done in overwhelming volume or CherryTapping if the last scant bit of HitPoints is depleted with such an attack after weathering a more brutal onslaught.
The counter to this is DamageReduction, which makes one completely ignore small amounts of damage.
[[folder: Tabletop RPG ]]
* ''[[TabletopGame/DungeonsAndDragons Dungeons and Dragons 3rd and 3.5 Edition]]'' contain an infamous example of this trope, kittycat vs. commoner. Because all attacks must do 1 HP of damage minimum (and damage reduction, which can reduce damage taken to 0, only exists as a higher-level ability). Thus, if an ordinary man and an ordinary cat get in a fight, the cat is very likely to win due to higher agility. And indeed, a gang of five cats is a pretty tough challenge for a low level four-member adventuring party. [[note]]''TabletopGame/{{Pathfinder}}'' (aka [[FanNickname D&D 3.75]]) changes this. Minimum damage before DR is 1 point ''non-lethal'' damage. Because of low strength, house cats are now incapable of killing commoners in combat. The best they can achieve is knocking the commoner unconscious. [[/note]]
* Subverted in ''TabletopGame/TheWitcherGameOfImagination''. Armoured humanoids and creatures can simply shrug away some attacks and weapons. In fact, wearing full plate armour while carrying a shield can soak up to 9 damage, while regular weapons have d6 damage roll. So unless attackers are very strong or skilled, they will do nothing. Monsters can have up to ''12'' armour rating, making them virtually immune to attacks, unless siege engines and powerful magic gets involved.
* ''TabletopGame/{{Exalted}}'' has ping damage, which is the minimum damage you can do (assuming you've hit the target at all, that is.) On the other hand, a heavy suit of artifact armour gives you Hardness, which incoming damage has to beat to have a chance of hurting you at all.
* In ''TabletopGame/BlackCrusade'', rolling a [[CriticalHit Zealous Hatred]] will inflict critical damage if the damage roll itself was enough to actually hurt the target, or inflict one wound otherwise. This also applies for Righteous Fury in the loyalist 40k rpgs.
* In the God Tier RPG (a tabletop based on ''Webcomic/{{Homestuck}}'') [[PlayingWithFire Fire]] and [[GravityMaster Force]] Abilities work like this, always dealing at least 1 damage if they hit. But due to the fact that Armour and Resist lower damage on a 1:1 ratio and most attacks will always do less than 12 damage, an end-game party completely nullifying all damage they receive is quite feasible.
[[folder: Video Games ]]
* Some mooks who are out of reach from the player resort to throw rocks in ''Franchise/SlyCooper'' games, which cause minimal damage.
* In addition to normal blocking, many fighting games provided a "powerblock" feature: If the player defended against their opponent's attack with ''exact'' timing (generally right before or upon impact), they would receive zero damage from it, even if it was a Special Attack (which would normally inflict scratch damage). ''VideoGame/StreetFighterIII'' had this in the form of parrying, and ''[[VideoGame/FatalFury Garou: Mark of the Wolves]]'' had it in the form of Just Defend.
* In the [[VideoGame/StarOceanTillTheEndOfTime third]] ''Franchise/StarOcean'' game, it's possible to get defense stats high enough for attacks to cause zero damage. Getting hit with such a weak attack doesn't even stun you or interrupt your attacks.
* The ''VideoGame/PaperMario'' titles calculate damage simply as "Attack minus Defense", for both Mario and all opponents, making {{Spam Attack}}s (such as Bow's Slap) rarely useful against opponents with even 1 point defense. On the other hand, certain techniques such as Mario's Power Bounce can hit an arbitrary number of times (by {{Action Command}}s) but with reduced damage after each successive hit -- if the initial hit inflicted any damage, all subsequent hits are guaranteed to inflict a minimum 1 point per hit.
** ''VideoGame/SuperMarioRPG'' generally permitted ScratchDamage both ways, but precise timing on the game's Action Commands made it possible to completely block enemy physical attacks with 0 points damage.
* The ''[[VideoGame/MarioAndLuigi Mario & Luigi]]'' series has any enemies always do at least one damage. Also, Mario and Luigi always do at least one damage to enemies. This does mean, however, that the first few hits of multi-hit moves can do 0 damage, but the last one will always do 1. ''[[VideoGame/MarioAndLuigiSuperstarSaga Mario & Luigi: Superstar Saga]]'' has an example of this, but it's deliberate. There is an optional boss called Jojora near the end of the game. You have to defeat her friend (a giant snow-doll creature), but it it not necessary to beat Jojora. Many players believe it is actually impossible to kill her; she has the highest defense in the game and every attack only does 1 damage. However, the designers actually intended vigilant players to be able to beat her - she only has 50 HP. A multi-hitting attack will wear her HP down in no time, and she drops a rare item and gives decent experience for your trouble.
** Other examples of enemies that only take scratch damage from attacks include the tree thing on Trunkle's head (killing it is actually the quickest way to defeat said boss, presuming you use attacks that hit multiple times) and Boos (which have something like a thousand for their defense stats and can only be fought 'normally' at really high levels).
** ''[[VideoGame/MarioAndLuigiPartnersInTime Mario & Luigi: Partners in Time]]'' has the Gold Koopeleons, which also have the highest defense in the game. They only have 10 HP, and every attack, again, only does 1 damage, with the exception of counters and First Strikes, which can do considerably more, for some reason (even killing them instantly at high enough levels). These enemies have a high speed rating, so they usually move first at normal levels when you first reach them, and they have a high chance of running from battle. However, they drop the most coins of any enemy in the game (80 in the European version and 100 in the US version), which can be doubled, or even TRIPLED with a certain badge. They usually appear in groups of two or three, and if only two appear it is possible to run from the battle and re-engage them, and three might be present! A multi-hitting Bros. Item such as a Red Shell can defeat all three of them in one turn (in the hands of a skilled player); hence it is highly recommended to come back and defeat these creatures once the player's speed rating is high enough to always move first--the rewards are very worthwhile. Using the aforementioned coin-tripling badge, this is easily the fastest way of earning money in the game.
* In ''VideoGame/{{Crystalis}}'': if you have strong enough armor and/or a high enough character level, the game's weaker enemies will simply bounce right off you without damage. Of course, the inverse of this is that if you haven't reached an entirely arbitrary level, you will be completely unable to hurt bosses, and unable to run away from the battle.
* ''VideoGame/FireEmblem'' averts it -- indeed, even in the course of normal leveling on easy mode your tanks will find a lot of enemies capable of doing a whopping 0 damage, or who have 0% (or 3%, or something similarly pathetic) to hit. Especially on easy mode, or with a CrutchCharacter at the start of the game.
** This is also combined with a small "chink" noise in the GBA titles whenever the attack hits. This can be especially hilarious when a Swordmaster scores a crit on you...to only result in [[PunchPunchPunchUhOh six or seven chinks]], and a dead Swordmaster.
** ''[[VideoGame/FireEmblemGaiden Gaiden]]'' and ''[[VideoGame/FireEmblemGenealogyOfTheHolyWar Genealogy of the Holy War]]'' play it straight, however. Even if a unit's attack power is lower than their target's defense or resistance, they will deal at least 1 damage with every successful hit.
* In ''VideoGame/SuperRobotWars'', certain abilities can reduce damage all the way to zero, although pure defense can't reduce damage below 10 (out of HP totals in the thousands or tens of thousands, mind).
** In fact, even the ''seishin'' spell Fukutsu/Invincible allows a single attack that connects with the unit to deal the minimum of 10 damage. That is, however, subject to cancellation by barriers and shields.
* In ''VideoGame/FinalFantasyXI'' a single digit level monster can still do a critical hit for 1 damage against literally anybody that doesn't use Phalanx. Speaking of which, Phalanx works as a (relatively minor) flat damage reduction, making it pretty easy to set yourself up to take literally no damage at all from anything below level 55 or so. Basically, after the game calculates normal damage, Phalanx can remove a flat number from it based on various stats when it's cast (i.e. 15 damage off the top). So if something did 100 damage to you and you have Phalanx up, it would do 85 damage. This can be used to reduce the damage to 0.
** FFXI also has Stoneskin to cancel scratch damage. Stoneskin applies so many HP as armor, based on the caster's stats. Damage is calculated as it otherwise would be, but the character with Stoneskin up won't take any damage until the Stoneskin's HP has been reduced to zero. This shows up in the chat log as some form of "Character takes 0 damage" if an attack doesn't kill Stoneskin.
** ''FFVII'''s DebugRoom contained test armor which boosted your defense to 255. The damage formula in the game works out such that most enemies in Midgar and the surrounding fields actually heal you slightly when they attack. Enough Morph grinding could net you enough stat boosters to accomplish this effect without the DebugRoom.
** ''VideoGame/FinalFantasyXIII'' has no defense stat (unless you are a sentinel or wearing special armor, at which point you take damage based on a percentage), so creatures that were doing 30 damage to you at the start of the game will still do 30 damage even with your levels maxed.
** ''VideoGame/LightningReturnsFinalFantasyXIII'': On the one hand, Cactair only has 200 Hit Points. On the other hand, it only takes 1 point of damage per hit. On the other other hand, you have to fight it as part of the main quest.
*** With a specific combination of garbs and accessories, it's possible to obtain 100% resistance to physical or magical damage on a Schema, [[CripplingOverspecialization albeit at the cost of severely nerfing that Schema's offensive stats]]. In this case, 100% means 100%...save for [[ArmorPiercingAttack attacks that ignore damage reduction]].
** ''VideoGame/FinalFantasyII'' (at least the remake version) averts this. If you buy all the best armor before the first dungeon, some enemy attacks will hit some characters for 0 damage, even without level grinding.
** ''VideoGame/FinalFantasyV'' In certain jobs and at high enough levels, enemies just won't deal damage to you. This also means that you cannot do damage to certain monsters, as well (Like [[BonusBoss Omega]], when you first meet him.)
*** The Excallipoor, found by Gilgamesh, always does a whopping 1 damage, without fail. That makes it great for wasting the insanely dodgy Nutkin monsters.
** ''Final Fantasy 1'', ''3'', ''4'' and ''6'' all have a minimum damage cap of 1. ''[=FF6=]'' is a little different in that, instead of simply capping damage at one, it adds one damage after Defense is applied, meaning Defense will never zero out damage on its own, but that last point can be cancelled out by other factors.
* ''WorldOfWarcraft'' nearly avoids this in a unique way. Long before the damage would be zeroed out, the level gap will cause almost all attacks to miss.
** Of course, this also works the other way, and just to make sure people don't get funny ideas, monsters four levels higher than the player will regularly hit low level characters with "crushing" blows that do 150% damage (in addition to an increased critical hit chance), while hits on them will often "glance", dealing half damage. They also pretty much instantly recover their health and mana once they are done smashing you into the ground.
** Some bosses take far less damage unless players deal with certain mechanics. For example, Primordius in Throne of Thunder has a debuff that greatly reduces the amount of damage players do to him unless they're mutated. Once players acquire five buffs from the slimes, they turn into a saurok and can do full damage to the boss, plus the damage increase granted by the five buffs.
* ''VideoGame/{{The Lord of the Rings Online}}'' technically falls victim to this, however the result does not. As players gear up and increase their stats, their in-combat health regeneration will generally negate most damage from weaker enemies, allowing the player to just stand there. In addition, enemies 9 levels or more below the player will normally not aggro. Exceptions are some instances, and the occasional quirk.
* ''VideoGame/CityOfHeroes'' decreases accuracy and damage per level of difference between player and critter: while there's always a 5% chance for a given attack to hit (or miss, on the other end), the damage they do decreases so much there's often no chance for it to register before the player's health regenerates. Aside from that, the game deals with the issue by having the critters ignore the player if the difference in levels passes a certain threshold. They'll only attack (ineffectively) if they or a member of their spawn take damage from the player or a teammate first. At a great enough difference, they'll all run and not even try to attack back. It, also, of course, works the other way - and much higher-level critters generally will be ''more'' aggressive toward player characters (based on distance to first aggro) than even-level critters.
* ''VideoGame/ChampionsOnline'' applies this rule. Especially in the case of the defensive ability of [[NighInvulnerability invulnerability]], which directly subtracts a flat value from all incoming damage, even enemies tens of levels below you will still be able to hit you for one damage.
* Damage calculation in the ''WildArms'' series is done by subtraction, so the little 0 pops up when the player's defense is that high. Can also go the other way with monsters covered in strong armor.
* All the [[{{Metroidvania}} RPG]] ''Franchise/{{Castlevania}}'' games have a minimum damage of 1 regardless of the attack and defense values involved, unless you use an item that has the absorb or nullify properties for the attack's element. Monsters aren't immune either, and a determined player can eventually kill any enemy with a series of 1-damage attacks.
** The extreme examples of these being iron golems from ''[[VideoGame/CastlevaniaChroniclesOfSorrow Sorrow]]'' duology, who always take only 1 damage from attacks, and ''Dawn of Sorrow'''s Dead Crusader soul, which reduces damage by a flat number, making you invincible to weaker enemies. Their attacks still connect, but it does 0 damage and you don't flinch. Comically, the hit effects still occur, which means Soma will still bleed like a stuck pig when hit by an attack that does no damage.
* ''VideoGame/ChronoCross'' lets you hear the odd strike sound when a weak enemy hits your Rainbow Armoured characters for that wonderful 0 damage. It still counts as a hit for disrupting your attacks and so on, but no damage is inflicted.
* ''Franchise/{{Fallout}}'':
** ''VideoGame/{{Fallout 2}}'' featured the famed "You are critically hit for 0 damage and die from the pain." - instant death is also an effect that can occur by critical.
** ''VideoGame/{{Fallout 3}}'' had scratch damage outright due to the removal of armor classes and going to a system where armor simply mitigated damage by a percentage. This was not one of the more popular aspects of the game to say the least.
** Armor classes returned in ''VideoGame/FalloutNewVegas'', but scratch damage still applies: weapons are guaranteed to do at least 20% damage through armor, which will always means you're going to take at least a point or two of damage from weapons. Given enough [=BBs=] and repair kits, you can kill a [[PoweredArmor Brotherhood Paladin]] with a [[JokeWeapon BB gun]].
** Rather than taking off a fixed percentage ''or'' subtracting, damage taken in ''VideoGame/{{Fallout 4}}'' is approximately an inverse function of the cubic root of Damage Resistance, thus damage decreases as Damage Resistance rises, asymptotically approaching 0%.
* A prime example of ''why'' {{Fighting Game}}s had chipping damage was [[ComicBook/{{X-Men}} Iceman]] in ''VideoGame/MarvelVsCapcom2''. He took no chipping damage from 99% of the moves in the game, making him rather popular with Turtlers. It did have one weakness, howerver: [[IronMan War Machine]]'s missiles chipped the hell out of him, making him an ideal choice for those wishing to [[PungeonMaster break the ice]].
* In ''VideoGame/BlazBlue'', Amane Nishiki's Drive, [[ThisIsADrill Spiral]], is all about chip damage. Blocking a single Drive attack at Level 3 without using a Barrier Guard will eat up about a fourth of your health near-instantly. In fact, to a certain extent, ''[[ViolationOfCommonSense getting hit]]'' by a string of Drives can result in taking less damage than blocking them.
* In the three ''VideoGame/{{Touhou}}'' fighting games, neither player can be killed due to chipping damage. However, because blocking attacks continually drain the defender's Spirit, a player who can capitalize on chain attacks and Guard Break attacks can win anyway.
* Avoided in popular text-based MMORPG ''GemStone IV'', which based damage on a set of calculations that it actually showed you in game: The attacker's strength minus the target's defense, plus a weapon-versus-armor modifier, plus a random d100 dice roll. If the final number is over 100, then a strike is landed - if the number is only around 100-110, it will be a weak hit, while if it approaches 200 you might be removing some important body parts. If the roll ends up under 100, even at 99, then the strike misses completely: for example, if the target's defense is too high for the attacker, and/or their armor is strong against the attacker's weapon. Yes, oddly enough, very strong armor simply causes the attacker to miss entirely.
** Nowadays times are different, but back in the day it was pretty standard RPG terminology that the word "miss" meant either a literal miss or a hit that did no damage. A bit odd, but that's just the way it was.
* ''VideoGame/ChronoTrigger'''s NewGamePlus mode largely averts this - many of the early enemies can do zero damage, and the right combination of armour and equipment can get you about a third of the way through the game without ever losing any HP.
** Although without the specific equipment setup required (Which only three characters could take advantage of), even enemies at the beginning of the game will do single point damage. In fact, the damage formulas are specifically set up so that a single digit number is added after Defense is factored in, so raw Defense cannot completely cancel out an attack.
* In the ''[[AtelierSeries Atelier]]'' games, much like ''Videogame/EarthBound'', if you can get the drop on enemies sufficiently weaker than you, you won't even get into a battle with them (you have a chance to get treasure from them, but not experience).
* ''VideoGame/TheWorldEndsWithYou'' has your characters completely ignore attacks if they do zero damage.
* ''VideoGame/ParasiteEve'': When Aya's defense reaches its higher levels (at least 200 points or more), most enemies, including bosses, will literally do no damage to you.
* ''VideoGame/JaggedAlliance 2'' has break lights, when thrown at a character do one point of damage... and cause him (or her) to bleed, requiring basic medical attention to prevent continuing health loss.
** ...'''and''' it's possible to pester NPC's without aggravating them by trying to throw an object (a toolkit, a bottle, a ''bit of string'', or whatever) ''through'' them. The thrown object will conk them on the noggin for -1 HP instead. They may eventually even die from bleeding out of their bit-of-string-induced injuries if you stay in that sector long enough.
* All Creator/NipponIchi games (the ''Franchise/{{Disgaea}}'' series, ''LaPucelle'', ''VideoGame/PhantomBrave'', ''VideoGame/MakaiKingdom'' and ''VideoGame/SoulNomadAndTheWorldEaters'') lack scratch damage: With a high enough defence, incoming damage can be reduced to '0'. Piling up the combos can allow otherwise too weak characters to deal damage anyhow, though.
* There's a certain condition in ''VideoGame/RagnarokOnline'''s damage formulas that allows for 0 damage (all attacks that would hit, but deal no damage, will show up as "miss"): Normally, no matter how much DEF or MDEF you have, all attacks will still do a minimum of 1 damage... unless you have special buffs or equipment that reduces damage from a specific source by a percentage (examples: Beret reduces damage of all attacks from DemiHumans by 10%, changing your armor element will alter how much damage each element does to you), which reduces your final damage even further, rounded to the nearest whole number. This is probably due to the same logic that makes all enemies with the Poison armor element take 0 damage from Poison element attacks, [[DepartmentOfRedundancyDepartment because Poison attacks are reduced to 0% effectiveness versus the Poison element on the elemental damage table.]]
* Some fighting games (''MortalKombat'', I'm looking at you, although ''VideoGame/WorldHeroes 2 Jet'' did this too) will not only have chip damage from special moves, but will also chip when you block a regular punch.
* ''VideoGame/FrontMission'' wanzers could be chipped to death by much weaker enemies, but later games threw in a skill that would prevent or vastly lower it - damage prevention for attacks below a certain amount, and locking the damage to a lower number for attacks between a certain span.
* ''SoulBlazer'' has a type of armor that will prevent damage from "minor enemies," which comes in handy when you're forced to return to earlier areas of the game to defeat previously unbeatable foes. However, subsequently-obtained armors with higher defense stats will still allow you to be damaged.
* Originally avoided in ''VideoGame/KingdomOfLoathing'', but the game was patched with ScratchDamage to circumvent a glitch where hits that connect for 0 damage show "%dmg" for the amount of damage taken. Originally this was a fairly rare sight, since the stat that governs defense is also used for evasion; thus typically a player would become untouchable long before becoming invincible. The bug became much more well known when a skill was introduced that, [[LuckilyMyShieldWillProtectMe combined with a shield]], let the player use strength for defense instead.
** Also, any damage of a type an enemy is resistant towards (fire against a hot-aligned creature, a physical attack on a ghost, etc.) is reduced to 1 point per hit.
** [[http://kol.coldfront.net/thekolwiki/index.php/Frosty One particular boss]] takes only scratch damage from ''any'' single damage source. In order to beat it, you have to stack up enough different damage sources to deal 350 HP of scratch damage in the 30 rounds given to you before the fight ends in a draw. Fortunately, the boss takes 3 points of scratch damage from [[ElementalRockPaperScissors elemental attacks it's weak against]], and [[AllYourColorsCombined prismatic weapons]] deal separate scratch damage for every element involved.
* ''VideoGame/{{Zeliard}}'' has the player obtain stronger shields later in the game, which will eventually be completely impervious to the game's weakest enemies. An attack from behind will always cause damage though.
* ''Franchise/ShiningSeries'':
** ''VideoGame/ShiningInTheDarkness'' gives enemies that can't overpower your defense an increased chance to miss and do no damage, but they may still hit for 1 damage every so often. Annoyingly, this does not work in reverse: early on, when your [[SquishyWizard mage]] is still puny, enemies with sufficient defense will be said to 'shake off the attack' and never take damage.
** ''VideoGame/ShiningForce'' has both friendly and enemy units hit for at least 1 damage, regardless of defense level.
** ''Shining Force Feather'' sees a lot scratch damage as well: due to the vastly increased HP counts, the ability to grind yourself stupid with little effort and the fact that attacks never miss completely, any enemy is able to consistently hit you for 1-3 damage per turn since everyone has multiple physical attacks per turn. It's ultimately helpful though, since {{Action Command}}s allow you to gain some extra Force Points this way, which are used up when doing anything except moving around and using items.
* Applies to most ''VideoGame/ShinMegamiTensei'' games, though ''VideoGame/{{Persona}}'' is a subversion: an end-game party fighting early-game enemies will dodge every attack without fail, and vice versa.
* In ''VideoGame/JadeCocoon'', even if you have the greatest defense stat over the enemy's attack stat, you will ''still'' take damage. Even though the damage is so tiny you won't see any change in your HP bar, over time it will go down.
* In ''VideoGame/KirbySuperStar'', both Kirby and his helpers can "guard" to reduce damage. For the most part guard blocks ALL the damage from weak attacks, but depending on the nature of the attack they'll still take some damage or full damage from certain boss moves. A few copy abilities like the parasol gives him an improved guard mode that fully cancels out damage except for the boss moves. In addition, Kirby deals CollisionDamage ''to the enemies'' at all times, even while guarding (and the improved guards like parasol boost this ability), making it possible to beat some bosses purely by ScratchDamage!
* ''VideoGame/{{Starcraft}}'': If a unit's armor meets or exceeds the attack of whatever hits it, it will take one half point of damage. The game doesn't actually have any kind of half damage mark, so in effect it takes one damage from every other hit. Very few units are heavily armored enough to make this happen. This therefore makes more of an impact on custom games.
* In ''VideoGame/SecretOfMana'' your characters will simply ninja dodge all weaker enemy attacks. Unfortunately this gets annoying if an enemy can hit fast enough.
* The ''Franchise/{{Pokemon}}'' series's internal damage formula basically boils down to "(attack power / defense power) * (long list of possible modifiers) '''+ 1'''", thus guaranteeing that all attacks (regardless {{Status Buff}}s or TacticalRockPaperScissors) will inflict at least 1 point damage. This does not, however, override elemental ''immunities'': Normal attacks still cannot damage Ghosts, and Electric attacks will not damage Ground types.
** This is used in the "FEAR" (Focus Sash + Endeavor + Quick Attack + Rattata) strategy. Focus Sash will [[LastChanceHitPoint leave you with at least one HP]] if you were at full health when you took a hit; combine it with Endeavor to make your opponent's HP [[HPToOne match your 1 HP]]. Add in Quick Attack (which strikes first) and the ScratchDamage will finish off the opponent, regardless of how strong they were. Rattata turns the strategy into a [[FunWithAcronyms catchy name]].
** Similar is Aron with Shell Bell (restores 10 percent of lost HP) Sturdy (prevents OHKO) and Endeavor. Add in Sandstorm for the final ScratchDamage.
** The ''VideoGame/PokemonMysteryDungeon'' spinoffs use a different damage algorithm; most of the time, enemies weaker than you will do no damage or miss with their regular attack, and even using moves does extremely low damage if they connect at all.
** The PercentDamageAttack "Super Fang" will KO an enemy who's down to its last HP, so it can't be used to guarantee a capture.
* In ''[[Website/GaiaOnline zOMG!]]'', the weakest enemies can still hit a player at the level cap for minimal damage (though the player's innate dodge stat will make half of such attacks miss anyway). Similarly, a low-level player in a high-level area can still hit enemies for 1 point of damage. It ''is'' possible to zero out damage, but this is a chance-based property of certain buffs and is not limited to weak attacks.
* In ''VideoGame/TalesOfPhantasia'', a sufficiently armored character will take no damage and won't even flinch from the attack. It even triggers the blocking/evasion sound when it happens, but the character won't do his blocking/evasion animation.
* Darth Vader or Yoda blocking with their lightsabers in ''VideoGame/SoulCalibur IV'' can still take the damage everyone else does while blocking. It's anyone's guess why ''they'' get hurt when some guy [[ViolationOfCommonSense punches them in the lightsaber]].
* There's a battle in the GameBoy version of ''[[VideoGame/HarryPotter Prisoner of Azkaban]]'' where Harry, Hermione, and Buckbeak are up against a werewolf-shaped Lupin, and all of your spells will only inflict 1 damage. Buckbeak will inflict more, and if you've stocked up on Chocolate Frog cards you can do about ten damage per round on Harry's turn, but when Hermione comes up to hit, you're in trouble. You pretty much just have to use her to cast her defensive special ability and then spam attack Lupin with Flipendo Uno, which doesn't cost any magic points to cast and still does one damage. Same with Harry if you run out of Chocolate Frog cards to fuel his special attacks.
* ''VideoGame/ResonanceOfFate'' has this, any bullet will do at least 1 point of damage even to a heavily armored bodypart. On the other hand, the mechanic called Scratch Damage in the game is only distantly related to this trope. First, it's not actually damage: scratch damage turns a portion of the enemy's health bar blue and must be followed up with an attack from a weapon that deals direct damage to remove that portion of the health bar. Secondly, dealing enough of this Scratch Damage will enable the followup attack to kill the enemy in one shot.
* Some games, like the ''Franchise/DragonQuest'' series, handle scratch damage a little differently. If the final damage would normally be 0 or less, the attack has a chance (usually around 50%) of either doing 1 damage or nothing at all. Incidentally, this the only reason the MetalSlime works in those games, since it has maxed out defenses, but very low HP. If every attack did 0 damage, it would be impossible to kill. If every attack did a minimum of 1 damage, it would be too ''easy'' to kill.
* In ''VideoGame/{{Civilization}} V'', all units have ten hit points. A stronger unit will do more damage and take less. A much stronger unit can attack a weaker unit in melee combat and possibly not take damage, but ranged attacks ''always'' do at least one hit point of damage. A futuristic Giant Death Robot can be taken down by ten ancient-era archer units (or five units with the logistics promotion, which lets them attack twice in one turn). Even four non-promoted archer units could do it in 4 turns with causalities.
** Changed in the Gods and Kings expansion. While the minimum 1 hp per attack remains, the health of each unit was raised to 100, meaning it takes a lot more ancient units to take on one that is several tech levels above it.
* In ''VideoGame/{{Prototype}}'', the police, who have a weak little pistol that you can't even obtain due to its uselessness, will always cause at least a bit of damage to a fully-armored Alex. This isn't true of Alex's powers: punching a tank, even with your superhuman strength, is quite pointless. Only certain powers or combat moves can damage armor. The same goes for hunters, who are immune to bullets and Alex's baseline strength.
** In ''VideoGame/{{Prototype 2}}'', however, James Heller ''can'' become completely bulletproof.
* Everything in the ''VideoGame/TalesSeries'' is capable of causing at least 1 point of damage when hitting you normally, though abilities exist that will completely negate damage of low values. You can also activate this at will for your party using the Minimum Damage skill that's available in multiple games, which is handy for combo practice and/or grade farming.
* Even the most heavily armored 100 ton [[HumongousMecha BattleMechs]] in the ''Tabletopgame/BattleTech'' and ''Videogame/MechWarrior'' series will take damage from the piddly Machine Gun. In ''[[GameMod MechWarrior Living Legends]]'', an Assault mech has around 12000 armor "points" in its center torso; a machine gun firing at it does 0.7 damage per bullet, then takes about a 50% damage reduction against the battlemech's armor. It's possible to kill an [[SuperToughness Atlas]] with a single machine gun, if you so desire... provided you have an APC for several tons of reloads and about ten minutes to shoot at the Atlas. However, the machine gun in ''Living Legends'' does have [[AntiInfantry another purpose]] that is ''much'' better at.
** Machine guns can easily be abused by simply taking a brute-force approach and loading a ballistic Mech with as many of them as it'll take. If you can position yourself behind an enemy heavy and unload with all the machine guns at once, the cumulative effect *will* take a big chunk off their armor. You might not actually ''kill'' them before they get their act together and you have to leg it or take a PPC to the face - especially in newer games like ''Online'' where balance is such a big deal - but you will be a useful asset to your team, and all thanks to this trope being in effect.
* In ''VideoGame/MadStalkerFullMetalForce'', you take a ''very'' tiny amount of damage from blocking your enemies' attacks.
* In the ''VideoGame/CommandAndConquer'' series, generally, a weapon that cannot hurt a specific enemy will simply not fire at all.
** Bullets of riflemen, tank rounds and missiles will always deal some kind of damage, no matter how minor. Flamethrowers, energy weapons, lasers and the like on the other hand may or may not deal damage. Atomic, biological and chemical weapons are usually only useful against infantry and light vehicles. Tanks may get damaged, buildings almost never will. Drones are also almost always immune.
** A clear exception to this exists in ''VideoGame/CommandAndConquerGenerals'' where radiation cannot destroy structures, but the GLA's Anthrax weapons can. This creates the strange possibility to poison a structure to death.
* ''[[VideoGame/OneHundredPercentOrangeJuice 100% Orange Juice]]'': If one chooses to defend they will always take a minimum of 1 damage, meaning if player is at 1HP their only option to avoid being K.O.d is to evade.
* In ''VideoGame/TheLegendOfDragoon'', there are three birds, Yellow Bird, Blue Bird, and Rainbow Bird, that can only take Scratch Damage, even when everything is fully maxed out. The only way to beat them is by using Speed Up and Slow Down, dealing 4 damage before they run away.
* It's rare, but possible, in ''VideoGame/DragonAgeOrigins''. High armor values reduce incoming damage, but it usually doesn't get to a point where it would reduce the damage taken to zero. One case where this could happen is when a Warrior in late-game massive armor fights werewolves in the Brecilian Forest. When it does happen, the damage taken bottoms out at 1.
* Nero's gun in ''[[Franchise/DevilMayCry Devil May Cry 4]]'' does ludicrously low damage even to the weakest {{Mook}}s, but is worthy of mention for how ''effective'' it is at taking down otherwise difficult enemies. Most enemies can't or don't bother to block or dodge the bullets so, if you've got some time to kill and don't mind getting a low rank, you can take down bosses like [[ThatOneBoss Angelo Credo]] by simply dodging and spamming the fire button.
* In the ''VideoGame/{{Lufia}}'' games, the Scratch Damage formula strangely doesn't apply to MetalSlime monsters. Even though they typically have exorbitant Defense stats, attacks can hit for a variable amount of damage rather than always doing 1 damage. With other monsters, weak attacks will often miss completely.
** In ''VideoGame/LufiaCurseOfTheSinistrals'', it's a simple matter with the Mystic Stone Board to boost a character's Strength or Intelligence high enough that they take 1 damage from every {{Mook}} you come across. [[GameBreaker This is exactly as game-breaking as it sounds.]]
** Any non-nullified attacks always deal 1 damage in ''VideoGame/ElementalStory''.
* In ''VideoGame/{{Undertale}}'', when fighting [[spoiler:Sans]] on a [[KillEmAll Genocide]] route, he will attack you purely using Scratch Damage. However, since every attack applies [[DamageOverTime Karma]] and Scratch Damage does not trigger your {{Mercy Invincibility}}, it makes to be [[DeathByAThousandCuts a very hard fight.]] In a PacifistRun, landing a "Fake Attack" on Undyne will inflict exactly 1 damage.
* In ''{{VideoGame/Terraria}}'', all attacks will inflict at least 1 point of damage, no matter how high the defense of the target is. This applies to both the player and the enemies.
* In the ''{{VideoGame/Deception}}'' series, for ''Deception 3'', later enemies have defense so high that a lot of low damage traps will do only a single point of damage. Arrow traps are especially hard hit by this since many of them only do damage rather than move an enemy around or hold them. Some enemies will actually take only one point of damage even from your hardest-hitting traps, so low-damage multi-hit traps become better than hitting with a single giant Spike Ball. Later games don't have enemies with such ridiculously high defense, this keeps your old traps from going obsolete and allows you to use a wider variety of traps.


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Distinguished Scholar-Teacher
By Sarah Kraut
On February 25, 2011
The University of Maryland recently announced recipients of the Distinguished Scholar-Teacher title for
the 2011-2012 academic year. The Robert H. Smith School of Business' very own Dr. Ritu Agarwal is one
of four professors to receive the honorary recognition this year.
The program honors tenured faculty who have demonstrated excellence, both in the classroom and with
research in their respective fields. Agarwal, professor and Dean's Chair of Information Systems at Smith,
focuses her research on advancing information technology in the field of health care.
"I'm pretty humbled by receiving this award," said Agarwal. "I have a job where I get something so
fulfilling out of doing what I love."
Agarwal has been at the university for 12 years. In 2005 she founded the Center for Health Information
and Decision Systems. According to its website, it "is designed to research, analyze, and recommend
solutions to challenges surrounding the introduction and integration of information and decision
technologies into the health care system".
Each of the program's recognized Scholar-Teachers will deliver a lecture in the fall to discuss the
work they are doing. "It is going to be more of a broad lecture than an academic one," explained
Agarwal. "The hope is that all students and teachers can come and gain something from it."
Agarwal says that her lecture will focus on her passion for using information technology to assist with
the health care industry.
In addition to being nominated by the university as a Scholar-Teacher, Agarwal had to be recommended
by students as well. She said the criteria for the award included making big contributions to scholarship
and a big impact on students as well.
Along with the prestigious distinction, the program awards each of the recognized faculty members a
$5,000 honorarium to support continuing research.
Agarwal says she has always worked in academics, because she feels it is the most fulfilling job one
can have. "You have a huge variety of work, and the autonomy over what you do as an academic is
unbeatable," she said.
Dr. Avis Cohen, Dr. Colin Phillips and Dr. Lawrence Washington are being recognized along with Agarwal,
each from a separate academic department. "It's really exciting that so many different schools are
represented by this program," said Agarwal.
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With TE Benjamin Watson in the final year of his contract, the New England Patriots have started collecting veterans at his position.
First they signed Chris Baker away from the AFC East rival New York Jets. And today they acquired Alex Smith from the Tampa Bay Buccaneers in exchange for an undisclosed draft pick in 2010.
Smith, 26, was a third-round pick for the Bucs in 2005. He's caught 129 passes for 1,252 yards and 11 touchdowns in four seasons. Last season, he caught 21 passes for 250 yards (11.9 avg.) and three touchdowns in 14 games.
After the offseason acquisition of Kellen Winslow II (and with veteran Jerramy Stevens on the roster, too), Smith was expendable for a Bucs franchise that continues a major offseason makeover.
Nate Davis is a reporter, blogger and editor who's been at USA TODAY since 2000. He has covered the NFL since 2005. No, he did not play quarterback for Ball State. Davis' succession of our esteemed colleague Sean Leahy at The Huddle is considered a Brady-for-Bledsoe swap by most "insiders."More about Nate


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The Texas Rangers signed ex-Oakland Athletics first baseman/designated hitter Erubiel Durazo to a minor league contract. Durazo underwent Tommy John surgery last year. In 2004, Durazo hit .321 with 22 HRs and 88 RBIs for the A's.
Erubiel Durazos 2003-2005 Stats
<stats> Player=Erubiel Durazo Type=Batting Years=2003,2004,2005 </stats>
Tues 2/21/2006 6:50 PM