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Evasion/Hit
#11
Evasion for everyone, using up to 50% of your Scaled CEL to define the damage reduction would be pretty decent.
Then the armor types would be to define how often they trigger, 100% for Unarmored, 50% for Light and 0% for Heavy. (Not 100% chance, 100% as a multiplier for Evasion check.)

Just brainstorming, don't kill me.
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