>From what i know, first, you roll avoidance against the attackers hits. If the avoidance is lower than the guns hits (up to the accuracy limit) they get hit. If avoidance is above it, they aren't hit.
Yup.
>Not sure on even. ties go to defender?
Yup.
>After that, you roll soak. If your soak roll is below net hits, you do all the damage as physical. If you do not, you do it all as stun.
Nope. After the attack has hit, you apply the net hits (after limit has been applied) to the damage value of the weapon.
Let's say I shoot at you with a light pistol with 7DV, and roll 3 net hits, or 3 hits over your defense hits. That means I deal 10 damage.
Now, you compare that damage to the armor value of the defender: it the armor value (NOT the physical resistance value, JUST the armor), modified by the attackers armor penetration total, is higher than the total damage being resisted, the damage is stun. If the damage is higher than the modified armor value the damage is physical.
Now, the defender rolls his physical resistance test, which is usually body + armor - attacker's armor penetration. Each hits reduces the attack by 1 box.
So continuing from the previous example: You're hit for 10 damage. Let's say for the sake of this example that the pistol has an armor penetration value of -1. You're wearing an armor vest, which has 9 armor. This armor value is modified to 8, since my gun has a -1 AP value. Compare the damage: 10 is bigger than 8, so the damage will be physical.
Now you roll your body (let's say 4) + the armor value (which is 9) - the attack AP (which is -1) to a total of 12 dice. You score 4 hits, which subtract from the total attack damage, that was 10. That means you take 6 boxes of physical damage.
It sounds a bit complicated, but in play it goes really fast once you're used to your dice pool numbers and all that. Combat is very lethal too, as you can see, so most encounters are over in three combat turns or less.