I would also like to know how to do this.
 
	I think the damage is dealt through ExileClient_object_player_event_onHit?
 
	I think by changing this
 
	 
	private["_damage"]; 
	_damage = _this select 2; 
	if !(ExilePlayerInSafezone) then 
	{ 
	    [_damage * 10] call BIS_fnc_bloodEffect; 
	    ExileClientPlayerIsInCombat = true; 
	    ExileClientPlayerLastCombatAt = diag_tickTime; 
	    true call ExileClient_gui_hud_toggleCombatIcon; 
	}; 
	true
 
	 
 
	to
 
	 
	private["_damage"]; 
	_damage = _this select 2; 
	if !(ExilePlayerInSafezone) then 
	{ 
	    [_damage * 1] call BIS_fnc_bloodEffect; 
	    ExileClientPlayerIsInCombat = true; 
	    ExileClientPlayerLastCombatAt = diag_tickTime; 
	    true call ExileClient_gui_hud_toggleCombatIcon; 
	}; 
	true
 
	 
 
	then that would make players take less damage? Haven't been able to test it yet though.
 
	 
 
	Update: Nope, doesn't seem to work. I'm not sure where exile handles damage, but I would really like to be able to not get one shotted by ai as well. (I run a private server with friends and we're kinda tired of reviving each other all the time)