Added Exotics and Shields, tweaked the formatting to make it more readable and edited a few things based on the feedback.

The armour types come next and given that they will be evaluated differently (obviously), I may need some time to put together the (seemingly) correct variables. So far these will definitely be included:

1) Deflection rate;
2) Critical resistance;
3) Bleeding resistance.

These are more problematic:

1) Blunt resistance;
2) Cut resistance;
3) Thrust resistance.

The reason is that apart from the not-so-long-ago introduced feature of better armour penetration of certain styles against certain armours, each armour type also seems to offer different protection against different weapons. For instance, from my experience the light armour of some Rages in Blood Gods seem to offer them more protection against blunt weapons than the medium armour of some Theatrics fighters but then again, Rages have Heavy Scarring which might be responsible for that reduction. Any impressions of your own?