diff --git a/addons/pharma/ACE_Medical_Treatment_Actions.hpp b/addons/pharma/ACE_Medical_Treatment_Actions.hpp
index 9b8b75b32..2f2127713 100644
--- a/addons/pharma/ACE_Medical_Treatment_Actions.hpp
+++ b/addons/pharma/ACE_Medical_Treatment_Actions.hpp
@@ -200,6 +200,7 @@ class ACE_Medical_Treatment_Actions {
     };
     class PhenylephrineAuto: Morphine {
         displayName = CSTRING(Take_Phenyl_Auto);
+        displayNameProgress = CSTRING(Using);
         allowedSelections[] = {"LeftArm", "RightArm", "LeftLeg", "RightLeg"};
         allowSelfTreatment = 1;
         items[] = {"kat_phenylephrineAuto"};
diff --git a/addons/pharma/XEH_preInit.sqf b/addons/pharma/XEH_preInit.sqf
index c49d05f5b..cc84bb9fc 100644
--- a/addons/pharma/XEH_preInit.sqf
+++ b/addons/pharma/XEH_preInit.sqf
@@ -781,7 +781,7 @@ PREP_RECOMPILE_END;
     "SLIDER",
     [LLSTRING(SETTING_Coagulation_FactorCount), LLSTRING(SETTING_Coagulation_FactorCount_DESC)],
     [CBA_SETTINGS_CAT, LSTRING(SubCategory_Coagulation)],
-    [0, 100, 15, 0],
+    [0, 100, 30, 0],
     true
 ] call CBA_Settings_fnc_init;
 
@@ -790,7 +790,7 @@ PREP_RECOMPILE_END;
     "SLIDER",
     [LLSTRING(SETTING_coagulation_Factor_Limit), LLSTRING(SETTING_coagulation_Factor_Limit_DESC)],
     [CBA_SETTINGS_CAT, LSTRING(SubCategory_Coagulation)],
-    [1, 200, 30, 0],
+    [1, 200, 60, 0],
     true
 ] call CBA_Settings_fnc_init;
 
diff --git a/addons/pharma/functions/fnc_clotWound.sqf b/addons/pharma/functions/fnc_clotWound.sqf
index d581d5f99..5c0dc53e9 100644
--- a/addons/pharma/functions/fnc_clotWound.sqf
+++ b/addons/pharma/functions/fnc_clotWound.sqf
@@ -47,14 +47,14 @@ private _fnc_clotWound = {
                 case "Medium": {
                     _woundClotTime = round ((random (_coagulation_time_medium / 2)) + _coagulation_time_medium / 2);
                     _bandageToUse = "BloodClotMedium";
-                    _factorCountToRemove = 1.5;
+                    _factorCountToRemove = 2;
 
                     if !(missionNamespace getVariable [QGVAR(coagulation_allow_MediumWounds), true]) then { continue; };
                 };
                 default {
                     _woundClotTime = round ((random (_coagulation_time_large / 2)) + _coagulation_time_large / 2);
                     _bandageToUse = "BloodClotLarge";
-                    _factorCountToRemove = 2;
+                    _factorCountToRemove = 4;
 
                     if !(missionNamespace getVariable [QGVAR(coagulation_allow_LargeWounds), true]) then { continue; };
                 };
@@ -76,7 +76,7 @@ private _fnc_clotWound = {
                 [{
                     params["_unit", "_bodyPart", "_selectionName", "_bandageToUse", "_logString", "_factorCountToRemove"];
 
-                    private _coagulationFactor = _unit getVariable [QGVAR(coagulationFactor), 15];
+                    private _coagulationFactor = _unit getVariable [QGVAR(coagulationFactor), 30];
                     private _openWounds = GET_OPEN_WOUNDS(_unit);
                     private _openWoundsOnPart = _openWounds getOrDefault [_bodyPart, []];
                     private _woundIndex = _openWoundsOnPart findIf {(_x select 1) > 0 && (_x select 2) > 0};
@@ -112,7 +112,7 @@ private _fnc_clotWound = {
 
     private _openWounds = _unit getVariable [VAR_OPEN_WOUNDS, createHashmap];
     private _pulse = _unit getVariable [VAR_HEART_RATE, 80];
-    private _coagulationFactor = _unit getVariable [QGVAR(coagulationFactor), 15];
+    private _coagulationFactor = _unit getVariable [QGVAR(coagulationFactor), 30];
     private _countTXA = [_unit, "TXA"] call ACEFUNC(medical_status,getMedicationCount);
     private _countEACA = [_unit, "EACA"] call ACEFUNC(medical_status,getMedicationCount);
     private _hasWoundToBandageArray = [];
diff --git a/addons/pharma/functions/fnc_coagRegen.sqf b/addons/pharma/functions/fnc_coagRegen.sqf
index ee6f696b8..a64bf46cd 100644
--- a/addons/pharma/functions/fnc_coagRegen.sqf
+++ b/addons/pharma/functions/fnc_coagRegen.sqf
@@ -36,9 +36,9 @@ if !(GVAR(coagulation)) exitWith {};
     if (_unit getVariable [QACEGVAR(medical,bloodVolume), 6.0] < GVAR(coagulation_requireBV)) exitWith {}; // Blood volume check
     if ((_pulse < 20) && GVAR(coagulation_requireHR)) exitWith {}; // Has pulse & require setting
 
-    private _currentCoagFactors = _unit getVariable [QGVAR(coagulationFactor), 15];
-    private _savedCoagFactors = _unit getVariable [QGVAR(coagulationSavedFactors), (_unit getVariable [QGVAR(coagulationFactor), 15])];
-    private _limitRegenCoagFactors = missionNamespace getVariable [QGVAR(coagulation_factor_count), 15];
+    private _currentCoagFactors = _unit getVariable [QGVAR(coagulationFactor), 30];
+    private _savedCoagFactors = _unit getVariable [QGVAR(coagulationSavedFactors), (_unit getVariable [QGVAR(coagulationFactor), 30])];
+    private _limitRegenCoagFactors = missionNamespace getVariable [QGVAR(coagulation_factor_count), 30];
     private _cooldownON = _unit getVariable [QGVAR(coagulationRegenCooldown), false];
     private _countTXA = [_unit, "TXA"] call ACEFUNC(medical_status,getMedicationCount);
     private _countEACA = [_unit, "EACA"] call ACEFUNC(medical_status,getMedicationCount);
@@ -47,7 +47,7 @@ if !(GVAR(coagulation)) exitWith {};
     if (_currentCoagFactors < _savedCoagFactors) exitWith {
         [{
             params["_unit"];
-            _unit setVariable [QGVAR(coagulationSavedFactors), _unit getVariable [QGVAR(coagulationFactor), 15], true];
+            _unit setVariable [QGVAR(coagulationSavedFactors), _unit getVariable [QGVAR(coagulationFactor), 30], true];
         },
         [_unit], ((missionNamespace getVariable [QGVAR(coagulation_factor_regenerate_time), 150]) / 2)] call CBA_fnc_waitAndExecute; // Block regen PFH instance from happening
     };
diff --git a/addons/pharma/functions/fnc_fluidLocal.sqf b/addons/pharma/functions/fnc_fluidLocal.sqf
index 6e9c4a6d8..09151eaf4 100644
--- a/addons/pharma/functions/fnc_fluidLocal.sqf
+++ b/addons/pharma/functions/fnc_fluidLocal.sqf
@@ -24,7 +24,7 @@ private _final = (_current + _ph) max 0;
 _final min 1500;
 _patient setVariable [QGVAR(pH), (_final), true];
 
-private _coagFactorMax = missionNamespace getVariable [QGVAR(coagulation_factor_limit), 30];
-private _factor = _patient getVariable [QGVAR(coagulationFactor), 10];
+private _coagFactorMax = missionNamespace getVariable [QGVAR(coagulation_factor_limit), 60];
+private _factor = _patient getVariable [QGVAR(coagulationFactor), 30];
 private _final2 = (_factor + _coagulation) min _coagFactorMax;
 _patient setVariable [QGVAR(coagulationFactor), (_final2), true];
diff --git a/addons/pharma/functions/fnc_fullHealLocal.sqf b/addons/pharma/functions/fnc_fullHealLocal.sqf
index 388b62417..7e3af217b 100644
--- a/addons/pharma/functions/fnc_fullHealLocal.sqf
+++ b/addons/pharma/functions/fnc_fullHealLocal.sqf
@@ -36,7 +36,7 @@ _patient setVariable [QGVAR(pH), 1500, true];
 _patient setVariable [QGVAR(kidneyFail), false, true];
 _patient setVariable [QGVAR(kidneyArrest), false, true];
 _patient setVariable [QGVAR(kidneyPressure), false, true];
-_patient setVariable [QGVAR(coagulationFactor), missionNamespace getVariable [QGVAR(coagulation_factor_count), 15], true];
+_patient setVariable [QGVAR(coagulationFactor), missionNamespace getVariable [QGVAR(coagulation_factor_count), 30], true];
 
 /// Clear Stamina & weapon sway
 if (ACEGVAR(advanced_fatigue,enabled)) then {
diff --git a/addons/pharma/functions/fnc_treatmentAdvanced_CheckCoag.sqf b/addons/pharma/functions/fnc_treatmentAdvanced_CheckCoag.sqf
index d936cbdea..374effac4 100644
--- a/addons/pharma/functions/fnc_treatmentAdvanced_CheckCoag.sqf
+++ b/addons/pharma/functions/fnc_treatmentAdvanced_CheckCoag.sqf
@@ -18,8 +18,8 @@
 
 params ["_medic", "_patient"];
 
-private _coagFactors = _patient getVariable [QGVAR(coagulationFactor), 15];
-private _missionCoagFactors = missionNamespace getVariable [QGVAR(coagulation_factor_count), 15];
+private _coagFactors = _patient getVariable [QGVAR(coagulationFactor), 30];
+private _missionCoagFactors = missionNamespace getVariable [QGVAR(coagulation_factor_count), 30];
 private _slowINR = (_missionCoagFactors / 100) * 75;
 private _shighINR = (_missionCoagFactors / 100) * 125;
 private _hlowINR = (_missionCoagFactors / 100) * 50;
diff --git a/addons/surgery/ACE_Medical_Treatment.hpp b/addons/surgery/ACE_Medical_Treatment.hpp
index d308a73de..5aeef4c7e 100644
--- a/addons/surgery/ACE_Medical_Treatment.hpp
+++ b/addons/surgery/ACE_Medical_Treatment.hpp
@@ -51,7 +51,7 @@ class ACE_Medical_Treatment {
         class BloodClotMinor: FieldDressing {
             class Abrasion {
                 effectiveness = 0;
-                reopeningChance = 0.3;
+                reopeningChance = 0.6;
                 reopeningMinDelay = 300;
                 reopeningMaxDelay = 900;
             };
@@ -59,44 +59,56 @@ class ACE_Medical_Treatment {
                 effectiveness = 1;
             };
             class AbrasionMedium: Abrasion {
-                effectiveness = 0;
             };
             class AbrasionLarge: Abrasion {
-                effectiveness = 0;
             };
 
             class Avulsion: Abrasion {};
-            class AvulsionMinor: AbrasionMinor {};
+            class AvulsionMinor: AbrasionMinor {
+                effectiveness = 0.5;
+            };
             class AvulsionMedium: Avulsion {};
             class AvulsionLarge: Avulsion {};
 
             class Contusion: Abrasion {};
-            class ContusionMinor: AbrasionMinor {};
+            class ContusionMinor: AbrasionMinor {
+                effectiveness = 1;
+            };
             class ContusionMedium: Contusion {};
             class ContusionLarge: Contusion {};
 
             class Crush: Abrasion {};
-            class CrushMinor: AbrasionMinor {};
+            class CrushMinor: AbrasionMinor {
+                effectiveness = 1;
+            };
             class CrushMedium: Crush {};
             class CrushLarge: Crush {};
 
             class Cut: Abrasion {};
-            class CutMinor: AbrasionMinor {};
+            class CutMinor: AbrasionMinor {
+                effectiveness = 0.5;
+            };
             class CutMedium: Cut {};
             class CutLarge: Cut {};
 
             class Laceration: Abrasion {};
-            class LacerationMinor: AbrasionMinor {};
+            class LacerationMinor: AbrasionMinor {
+                effectiveness = 0.5;
+            };
             class LacerationMedium: Laceration {};
             class LacerationLarge: Laceration {};
 
             class VelocityWound: Abrasion {};
-            class VelocityWoundMinor: AbrasionMinor {};
+            class VelocityWoundMinor: AbrasionMinor {
+                effectiveness = 0.5;
+            };
             class VelocityWoundMedium: VelocityWound {};
             class VelocityWoundLarge: VelocityWound {};
 
             class PunctureWound: Abrasion {};
-            class PunctureWoundMinor: AbrasionMinor {};
+            class PunctureWoundMinor: AbrasionMinor {
+                effectiveness = 0.5;
+            };
             class PunctureWoundMedium: PunctureWound {};
             class PunctureWoundLarge: PunctureWound {};
         };
@@ -108,63 +120,58 @@ class ACE_Medical_Treatment {
                 reopeningMinDelay = 300;
                 reopeningMaxDelay = 600;
             };
-            class AbrasionMinor: Abrasion {
-                effectiveness = 0;
-            };
+            class AbrasionMinor: Abrasion {};
             class AbrasionMedium: Abrasion {
                 effectiveness = 1;
-                reopeningChance = 0.6;
-            };
-            class AbrasionLarge: Abrasion {
-                effectiveness = 0;
             };
+            class AbrasionLarge: Abrasion {};
 
             class Avulsion: Abrasion {};
             class AvulsionMinor: Avulsion {};
             class AvulsionMedium: AbrasionMedium {
-                reopeningChance = 0.4;
+                effectiveness = 1;
             };
             class AvulsionLarge: Avulsion {};
 
             class Contusion: Abrasion {};
             class ContusionMinor: Contusion {};
             class ContusionMedium: AbrasionMedium {
-                reopeningChance = 2;
+                effectiveness = 1;
             };
             class ContusionLarge: Contusion {};
 
             class Crush: Abrasion {};
             class CrushMinor: Crush {};
             class CrushMedium: AbrasionMedium {
-                reopeningChance = 0.5;
+                effectiveness = 1;
             };
             class CrushLarge: Crush {};
 
             class Cut: Abrasion {};
             class CutMinor: Cut {};
             class CutMedium: AbrasionMedium {
-                reopeningChance = 0.5;
+                effectiveness = 1;
             };
             class CutLarge: Cut {};
 
             class Laceration: Abrasion {};
             class LacerationMinor: Laceration {};
             class LacerationMedium: AbrasionMedium {
-                reopeningChance = 0.5;
+                effectiveness = 1;
             };
             class LacerationLarge: Laceration {};
 
             class VelocityWound: Abrasion {};
             class VelocityWoundMinor: VelocityWound {};
             class VelocityWoundMedium: AbrasionMedium {
-                reopeningChance = 0.5;
+                effectiveness = 1;
             };
             class VelocityWoundLarge: VelocityWound {};
 
             class PunctureWound: Abrasion {};
             class PunctureWoundMinor: PunctureWound {};
             class PunctureWoundMedium: AbrasionMedium {
-                reopeningChance = 0.5;
+                effectiveness = 1;
             };
             class PunctureWoundLarge: PunctureWound {};
         };
@@ -186,158 +193,273 @@ class ACE_Medical_Treatment {
             class AvulsionMinor: Avulsion {};
             class AvulsionMedium: Avulsion {};
             class AvulsionLarge: AbrasionLarge {
-                reopeningChance = 1;
+                effectiveness = 0.5;
             };
 
             class Contusion: Abrasion {};
             class ContusionMinor: Contusion {};
             class ContusionMedium: Contusion {};
-            class ContusionLarge: AbrasionLarge {};
+            class ContusionLarge: AbrasionLarge {
+                effectiveness = 1;
+            };
 
             class Crush: Abrasion {};
             class CrushMinor: Crush {};
             class CrushMedium: Crush {};
-            class CrushLarge: AbrasionLarge {};
+            class CrushLarge: AbrasionLarge {
+                effectiveness = 1;
+            };
 
             class Cut: Abrasion {};
             class CutMinor: Cut {};
             class CutMedium: Cut {};
             class CutLarge: AbrasionLarge {
-                reopeningChance = 0.7;
+                effectiveness = 0.5;
             };
 
             class Laceration: Abrasion {};
             class LacerationMinor: Laceration {};
             class LacerationMedium: Laceration {};
             class LacerationLarge: AbrasionLarge {
-                reopeningChance = 0.7;
+                effectiveness = 0.5;
             };
 
             class VelocityWound: Abrasion {};
             class VelocityWoundMinor: VelocityWound {};
             class VelocityWoundMedium: VelocityWound {};
             class VelocityWoundLarge: AbrasionLarge {
-                reopeningChance = 0.7;
+                effectiveness = 0.5;
             };
 
             class PunctureWound: Abrasion {};
             class PunctureWoundMinor: PunctureWound {};
             class PunctureWoundMedium: PunctureWound {};
-            class PunctureWoundLarge: AbrasionLarge {};
+            class PunctureWoundLarge: AbrasionLarge {
+                effectiveness = 1;
+            };
         };
 
         class BloodClotMinorTXA: BloodClotMinor {
             class Abrasion {
                 effectiveness = 0;
-                reopeningChance = 0;
+                reopeningChance = 0.3;
                 reopeningMinDelay = 300;
                 reopeningMaxDelay = 600;
             };
             class AbrasionMinor: Abrasion {
+                effectiveness = 2;
+                reopeningChance = 0;
+            };
+            class AvulsionMinor: AbrasionMinor {
+                effectiveness = 1;
+            };
+            class ContusionMinor: AbrasionMinor {
+                effectiveness = 2;
+            };
+            class CrushMinor: AbrasionMinor {
+                effectiveness = 1;
+            };
+            class CutMinor: AbrasionMinor {
+                effectiveness = 1;
+            };
+            class LacerationMinor: AbrasionMinor {
+                effectiveness = 1;
+            };
+            class VelocityWoundMinor: AbrasionMinor {
+                effectiveness = 1;
+            };
+            class PunctureWoundMinor: AbrasionMinor {
                 effectiveness = 1;
             };
-            class AvulsionMinor: AbrasionMinor {};
-            class ContusionMinor: AbrasionMinor {};
-            class CrushMinor: AbrasionMinor {};
-            class CutMinor: AbrasionMinor {};
-            class LacerationMinor: AbrasionMinor {};
-            class VelocityWoundMinor: AbrasionMinor {};
-            class PunctureWoundMinor: AbrasionMinor {};
         };
 
         class BloodClotMediumTXA: BloodClotMedium {
              class Abrasion {
                 effectiveness = 0;
-                reopeningChance = 0;
+                reopeningChance = 0.3;
                 reopeningMinDelay = 300;
                 reopeningMaxDelay = 600;
             };
             class AbrasionMedium: Abrasion {
+                effectiveness = 2;
+            };
+            class AvulsionMedium: AbrasionMedium {
+                effectiveness = 0.5;
+            };
+            class ContusionMedium: AbrasionMedium {
                 effectiveness = 1;
             };
-            class AvulsionMedium: AbrasionMedium {};
-            class ContusionMedium: AbrasionMedium {};
-            class CrushMedium: AbrasionMedium {};
-            class CutMedium: AbrasionMedium {};
-            class LacerationMedium: AbrasionMedium {};
-            class VelocityWoundMedium: AbrasionMedium {};
-            class PunctureWoundMedium: AbrasionMedium {};
+            class CrushMedium: AbrasionMedium {
+                effectiveness = 1;
+            };
+            class CutMedium: AbrasionMedium {
+                effectiveness = 0.5;
+            };
+            class LacerationMedium: AbrasionMedium {
+                effectiveness = 0.5;
+            };
+            class VelocityWoundMedium: AbrasionMedium {
+                effectiveness = 0.5;
+            };
+            class PunctureWoundMedium: AbrasionMedium {
+                effectiveness = 0.5;
+            };
         };
 
         class BloodClotLargeTXA: BloodClotLarge {
             class Abrasion {
                 effectiveness = 0;
-                reopeningChance = 0;
+                reopeningChance = 0.3;
                 reopeningMinDelay = 300;
                 reopeningMaxDelay = 600;
             };
             class AbrasionLarge: Abrasion {
+                effectiveness = 2;
+            };
+            class AvulsionLarge: AbrasionLarge {
+                effectiveness = 0.5;
+            };
+            class ContusionLarge: AbrasionLarge {
+                effectiveness = 1;
+            };
+            class CrushLarge: AbrasionLarge {
                 effectiveness = 1;
             };
-            class AvulsionLarge: AbrasionLarge {};
-            class ContusionLarge: AbrasionLarge {};
-            class CrushLarge: AbrasionLarge {};
-            class CutLarge: AbrasionLarge {};
-            class LacerationLarge: AbrasionLarge {};
-            class VelocityWoundLarge: AbrasionLarge {};
-            class PunctureWoundLarge: AbrasionLarge {};
+            class CutLarge: AbrasionLarge {
+                effectiveness = 0.5;
+            };
+            class LacerationLarge: AbrasionLarge {
+                effectiveness = 0.5;
+            };
+            class VelocityWoundLarge: AbrasionLarge {
+                effectiveness = 0.5;
+            };
+            class PunctureWoundLarge: AbrasionLarge {
+                effectiveness = 0.5;
+            };
         };
 
         class BloodClotMinorEACA: BloodClotMinor {
             class Abrasion {
                 effectiveness = 0;
-                reopeningChance = 0;
-                reopeningMinDelay = 300;
-                reopeningMaxDelay = 600;
+                reopeningChance = 0.1;
+                reopeningMinDelay = 600;
+                reopeningMaxDelay = 1200;
             };
             class AbrasionMinor: Abrasion {
                 effectiveness = 2;
+                reopeningChance = 0;
+            };
+            class AvulsionMinor: AbrasionMinor {
+                effectiveness = 1;
+                reopeningChance = 0.1;
+            };
+            class ContusionMinor: AbrasionMinor {
+                effectiveness = 2;
+                reopeningChance = 0.1;
+            };
+            class CrushMinor: AbrasionMinor {
+                effectiveness = 2;
+                reopeningChance = 0.1;
+            };
+            class CutMinor: AbrasionMinor {
+                effectiveness = 1;
+                reopeningChance = 0.1;
+            };
+            class LacerationMinor: AbrasionMinor {
+                effectiveness = 1;
+                reopeningChance = 0.1;
+            };
+            class VelocityWoundMinor: AbrasionMinor {
+                effectiveness = 1;
+                reopeningChance = 0.1;
+            };
+            class PunctureWoundMinor: AbrasionMinor {
+                effectiveness = 2;
+                reopeningChance = 0.1;
             };
-            class AvulsionMinor: AbrasionMinor {};
-            class ContusionMinor: AbrasionMinor {};
-            class CrushMinor: AbrasionMinor {};
-            class CutMinor: AbrasionMinor {};
-            class LacerationMinor: AbrasionMinor {};
-            class VelocityWoundMinor: AbrasionMinor {};
-            class PunctureWoundMinor: AbrasionMinor {};
         };
 
         class BloodClotMediumEACA: BloodClotMedium {
              class Abrasion {
                 effectiveness = 0;
-                reopeningChance = 0;
-                reopeningMinDelay = 300;
-                reopeningMaxDelay = 600;
+                reopeningChance = 0.1;
+                reopeningMinDelay = 600;
+                reopeningMaxDelay = 1200;
             };
             class AbrasionMedium: Abrasion {
                 effectiveness = 2;
+                reopeningChance = 0;
+            };
+            class AvulsionMedium: AbrasionMedium {
+                effectiveness = 1;
+                reopeningChance = 0.1;
+            };
+            class ContusionMedium: AbrasionMedium {
+                effectiveness = 2;
+                reopeningChance = 0.1;
+            };
+            class CrushMedium: AbrasionMedium {
+                effectiveness = 2;
+                reopeningChance = 0.1;
+            };
+            class CutMedium: AbrasionMedium {
+                effectiveness = 1;
+                reopeningChance = 0.1;
+            };
+            class LacerationMedium: AbrasionMedium {
+                effectiveness = 1;
+                reopeningChance = 0.1;
+            };
+            class VelocityWoundMedium: AbrasionMedium {
+                effectiveness = 1;
+                reopeningChance = 0.1;
+            };
+            class PunctureWoundMedium: AbrasionMedium {
+                effectiveness = 2;
+                reopeningChance = 0.1;
             };
-            class AvulsionMedium: AbrasionMedium {};
-            class ContusionMedium: AbrasionMedium {};
-            class CrushMedium: AbrasionMedium {};
-            class CutMedium: AbrasionMedium {};
-            class LacerationMedium: AbrasionMedium {};
-            class VelocityWoundMedium: AbrasionMedium {};
-            class PunctureWoundMedium: AbrasionMedium {};
         };
 
         class BloodClotLargeEACA: BloodClotLarge {
             class Abrasion {
                 effectiveness = 0;
-                reopeningChance = 0;
-                reopeningMinDelay = 300;
-                reopeningMaxDelay = 600;
+                reopeningChance = 0.1;
+                reopeningMinDelay = 600;
+                reopeningMaxDelay = 1200;
             };
             class AbrasionLarge: Abrasion {
                 effectiveness = 2;
+                reopeningChance = 0;
+            };
+            class AvulsionLarge: AbrasionLarge {
+                effectiveness = 1;
+                reopeningChance = 0.1;
+            };
+            class ContusionLarge: AbrasionLarge {
+                effectiveness = 2;
+                reopeningChance = 0.1;
+            };
+            class CrushLarge: AbrasionLarge {
+                effectiveness = 2;
+                reopeningChance = 0.1;
+            };
+            class CutLarge: AbrasionLarge {
+                effectiveness = 1;
+                reopeningChance = 0.1;
+            };
+            class LacerationLarge: AbrasionLarge {
+                effectiveness = 1;
+                reopeningChance = 0.1;
+            };
+            class VelocityWoundLarge: AbrasionLarge {
+                effectiveness = 1;
+                reopeningChance = 0.1;
+            };
+            class PunctureWoundLarge: AbrasionLarge {
+                effectiveness = 2;
+                reopeningChance = 0.1;
             };
-            class AvulsionLarge: AbrasionLarge {};
-            class ContusionLarge: AbrasionLarge {};
-            class CrushLarge: AbrasionLarge {};
-            class CutLarge: AbrasionLarge {};
-            class LacerationLarge: AbrasionLarge {};
-            class VelocityWoundLarge: AbrasionLarge {};
-            class PunctureWoundLarge: AbrasionLarge {};
         };
     };
 };