compression socks might help with that...
Pantyhose work better, especially when worn under cotton socks...

Now I have to figure out how Bullet in his infinitely minute wisdom associated the amount of space taken up on a hard drive by the software with the amount of data from the damage model being used in memory. I hope he realizes that it's a relatively small amount of data that gets passed between the local pc and the servers, and that the damage textures as well as the damage model data are local. The complete game folder on a hard drive including terrains and skins is just a bit over 1GB of hard disc space, a more complex damage system with the appropriate textures wouldn't significantly increase the size.
Not arguing, but could you go into depth about why that makes it better.
Hitboxes is an old damage system that's been around for a long time. It has been refined but for 3d damage detection and modelling it's not as accurate as a polygon collision mesh system.
Below is a very simplistic view of a hitbox system.

Each grid would be a 3D cube known as a zone. The zones may touch, overlap or have spaces in between. Looking at the head, notice an impact in any square surrounding the head can be registered as a hit, even if it's a miss. Same goes for the hands, chest, torso, legs, etc... That is the flaw in using hit boxes, they cannot be made to fit the contour of the model as close as what my understanding of the AH damage system uses. HiTech has not stated exactly what the damage system uses but watch enough game recordings and you can see it's a lot more accurate. From what I understand, the new damage system is even more granular.