Aura.Channel.World.Entities.Creature.EquipmentDecay C# (CSharp) Method

EquipmentDecay() private method

Called regularly to reduce equipments durability and give proficiency to armors.
http://wiki.mabinogiworld.com/view/Durability#Per_Tick http://wiki.mabinogiworld.com/view/Proficiency The dura loss actually doesn't seem to be fixed, I've logged varying values on NA. However, *most* of the time the values below are used.
private EquipmentDecay ( ) : void
return void
		private void EquipmentDecay()
		{
			var equipment = this.Inventory.GetMainEquipment(a => a.Durability > 0);
			var update = new List<Item>();

			foreach (var item in equipment)
			{
				// Dura loss
				// Going by the name "no_abrasion", I assume items with this
				// tag don't lose durability regularly.
				if (!ChannelServer.Instance.Conf.World.NoDurabilityLoss && !item.HasTag("/no_abrasion/"))
				{
					var loss = 0;

					switch (item.Info.Pocket)
					{
						case Pocket.Head: loss = 3; break;
						case Pocket.Armor: loss = 16; break; // 6
						case Pocket.Shoe: loss = 14; break; // 13
						case Pocket.Glove: loss = 10; break; // 9
						case Pocket.Robe: loss = 10; break;

						case Pocket.RightHand1:
						case Pocket.RightHand2:
							loss = 3;
							break;

						case Pocket.LeftHand1:
						case Pocket.LeftHand2:
							loss = 6;
							break;
					}

					if (loss != 0)
					{
						// Half dura loss if blessed
						if (item.IsBlessed)
							loss = Math.Max(1, loss / 2);

						item.Durability -= loss;
						update.Add(item);
					}
				}

				// Armor prof
				if (item.Durability != 0 && item.Info.Pocket.IsMainArmor())
				{
					var amount = Item.GetProficiencyGain(this.Age, ProficiencyGainType.Time);
					this.Inventory.AddProficiency(item, amount);
				}
			}

			if (update.Count != 0)
				Send.ItemDurabilityUpdate(this, update);
		}