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Damage Reduction: Difference between revisions

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'''Damage Reduction''' is an affix that lowers the amount of damage you take from incoming hits. It applies only when the specific condition on the affix is met (for example: from Close Enemies, while Fortified, while Healthy, vs Elites, etc.).
'''Damage Reduction''' is an affix that lowers the amount of damage your character takes from incoming hits. It only applies when its specific condition is met (for example: from Close Enemies, while Fortified, while Healthy, or against Elites).


Damage Reduction is a powerful defensive stat because it multiplies with all other mitigation layers, including Armor, Resistances, Barrier, Fortify, and Block—giving it strong scaling even at modest values.
Damage Reduction is a valuable defensive stat because it multiplies with all other mitigation layers such as Armor, Resistances, Barrier, Fortify, and Block allowing even moderate amounts to noticeably smooth incoming damage.


==What Damage Reduction Does==
==What Damage Reduction Does==


When the condition is met, this affix reduces incoming damage by the listed percentage.
When its condition is active, this affix reduces incoming damage by the listed percentage.
For example:
For example:


* 10% Damage Reduction from Close Enemies
* 10% Damage Reduction from Close Enemies
* 8% Damage Reduction while Healthy
* 8% Damage Reduction while Healthy
* 12% Damage Reduction vs Elites
* 12% Damage Reduction vs Elites


Each of these applies only when its condition is true.
Each of these works only when its stated requirement is fulfilled.


If multiple DR sources are active simultaneously, they apply one after another (multiplicatively), not as a single combined value.
If multiple Damage Reduction sources are active at the same time, they apply one after another (multiplicatively), not as a single combined number.


==How Damage Reduction Works==
==How Damage Reduction Works==
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===Multiplicative Stacking===
===Multiplicative Stacking===


Each separate source of DR multiplies the remaining damage—this prevents 100% immunity and makes mixed DR sources stronger than stacking only one type.
Each separate source of Damage Reduction multiplies whatever damage remains after the previous layer has been applied. This prevents total immunity and makes mixing different types of DR more effective than stacking only one.


===Conditional Application===
===Conditional Application===


Most Damage Reduction affixes apply only when the game detects their trigger:
Most Damage Reduction affixes only function when the game detects their trigger. Examples include:


* Close / Distant Enemies
* Close / Distant Enemies
* Healthy / Injured
* Healthy / Injured
* While Fortified
* While Fortified
* While a Barrier is active
* While a Barrier is active
* Against Elites
* Against Elites
* Against Damage-Over-Time
* Against Damage-Over-Time


If the condition drops, the DR drops with it.
If the condition is no longer true, the Damage Reduction from that affix stops applying.


===Works With All Other Mitigation Layers===
===Works With All Other Mitigation Layers===


Damage Reduction is only one part of your defenses. Every hit goes through several layers of mitigation, and Damage Reduction always works on whatever damage is left after the earlier layers have done their job. It does not replace Armor or Resistances it multiplies with them.
Damage Reduction is one part of a wider defensive system. Each incoming hit passes through several layers of mitigation, and Damage Reduction affects whatever remains after earlier layers have been processed. It does not replace Armor or Resistances; it works alongside them.


The main layers '''Damage Reduction''' interacts with are:
Key defensive layers that interact with Damage Reduction include:


* '''Armor''': Reduces all incoming damage, not just Physical. Very strong, always on.
* '''Armor''': Reduces all incoming damage, not just Physical. Always active.
* '''Resistances''': Reduce elemental damage (<span class='fire'>Fire</span>, <span class='ice'>Cold</span>, <span class='lightning'>Lightning</span>, <span class='poison'>Poison</span>, <span class='shadow'>Shadow</span>, Physical) and their [[Damage over Time]] versions.
* '''Resistances''': Reduce elemental damage (<span class='fire'>Fire</span>, <span class='ice'>Cold</span>, <span class='lightning'>Lightning</span>, <span class='poison'>Poison</span>, <span class='shadow'>Shadow</span>, and Physical) along with their [[Damage over Time]] variants.
* '''Barrier''': A temporary shield that gets hit first. Damage Reduction applies to the damage being dealt to the [[Barrier]].
* '''Barrier''': A temporary shield. Damage Reduction applies to the damage being dealt to the [[Barrier]].
* '''Fortify''': An extra Life pool that soaks damage for you. Damage Reduction reduces how quickly that [[Fortified]] Life is lost.
* '''Fortify''': Provides an additional Life buffer. Damage Reduction slows how quickly that [[Fortified]] Life is depleted.
* '''Block Damage Reduction''': Only applies when you successfully Block a hit. Damage Reduction then works on the remaining damage after the block.
* '''Block Damage Reduction''': Applies only if you successfully Block a hit; Damage Reduction then works on whatever remains.
* '''Dodge / Immune''': [[Dodge]] can make an attack miss entirely, and [[Immune]] ignores all damage for a short time. When a hit does get through, your Damage Reduction still helps soften it.
* '''Dodge / Immune''': [[Dodge]] can cause a full miss, while [[Immune]] ignores all damage for a short duration. When a hit does land, your Damage Reduction still applies.


In practice, good survivability comes from combining several layers: solid Armor and Resistances for baseline protection, plus well-chosen Damage Reduction affixes that stay active during the situations where you actually die (Close enemies, Elites, while Fortified, etc).
Strong survivability typically comes from combining several layers: stable Armor and Resistances for baseline protection, plus well-chosen Damage Reduction affixes that stay active during the moments where most deaths occur (Close enemies, Elite pressure, Fortify uptime, and so on).


==Examples of Damage Reduction Setups==
==Examples of Damage Reduction Setups==
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===Damage Reduction from Close Enemies===
===Damage Reduction from Close Enemies===


A Close enemy hits you for 1,000 damage.   
A Close enemy hits you for 1,000 damage.  You have 12% '''Damage Reduction from Close Enemies'''.
You have 12% Damage Reduction from Close Enemies.


  : 1,000 × (1 − 0.12) = 880 damage taken
  : '''1,000 × (1 − 0.12) = 880 damage taken'''


'''Step-by-step'''
'''Step-by-step'''


# Start with the incoming damage: 1,000.
# Start with the incoming damage: 1,000.
# The affix gives 12% less damage taken.
# The affix provides 12% less damage taken.
# That means you still take 88% of the hit (100% − 12% = 88%).
# That means you still take 88% of the hit (100% − 12% = 88%).
# 88% of 1,000 is 880.
# 88% of 1,000 is 880.


'''Final damage taken: 880.'''
'''Final damage taken: 880.'''
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You have:
You have:


* 12% Damage Reduction from Close Enemies
* 12% Damage Reduction from Close Enemies
* 20% Damage Reduction while Fortified
* 20% Damage Reduction while Fortified


  : 1,000 × 0.88 × 0.80 = 704 damage taken
  : '''1,000 × 0.88 × 0.80 = 704 damage taken'''


'''Step-by-step'''
'''Step-by-step'''


# Start with 1,000 damage.
# Start with 1,000 damage.
# First layer: 12% less damage from Close Enemies.
# First layer: 12% less damage from Close Enemies - you take 88% - 1,000 - 880.
# You take 88% of 1,000 880.
# Second layer: 20% less damage while Fortified - you take 80% - 880 - 704.
# Second layer: 20% less damage while Fortified.
# You take 80% of 880 704.


'''Final damage taken: 704.'''
'''Final damage taken: 704.'''


 
[[Category:Mechanics]]
 
[[Category:Mechanics]]
[[Category:Affixes]]
[[Category:Affixes]]

Revision as of 18:44, 24 November 2025

Damage Reduction is an affix that lowers the amount of damage your character takes from incoming hits. It only applies when its specific condition is met (for example: from Close Enemies, while Fortified, while Healthy, or against Elites).

Damage Reduction is a valuable defensive stat because it multiplies with all other mitigation layers such as Armor, Resistances, Barrier, Fortify, and Block allowing even moderate amounts to noticeably smooth incoming damage.

What Damage Reduction Does

When its condition is active, this affix reduces incoming damage by the listed percentage. For example:

  • 10% Damage Reduction from Close Enemies
  • 8% Damage Reduction while Healthy
  • 12% Damage Reduction vs Elites

Each of these works only when its stated requirement is fulfilled.

If multiple Damage Reduction sources are active at the same time, they apply one after another (multiplicatively), not as a single combined number.

How Damage Reduction Works

Multiplicative Stacking

Each separate source of Damage Reduction multiplies whatever damage remains after the previous layer has been applied. This prevents total immunity and makes mixing different types of DR more effective than stacking only one.

Conditional Application

Most Damage Reduction affixes only function when the game detects their trigger. Examples include:

  • Close / Distant Enemies
  • Healthy / Injured
  • While Fortified
  • While a Barrier is active
  • Against Elites
  • Against Damage-Over-Time

If the condition is no longer true, the Damage Reduction from that affix stops applying.

Works With All Other Mitigation Layers

Damage Reduction is one part of a wider defensive system. Each incoming hit passes through several layers of mitigation, and Damage Reduction affects whatever remains after earlier layers have been processed. It does not replace Armor or Resistances; it works alongside them.

Key defensive layers that interact with Damage Reduction include:

  • Armor: Reduces all incoming damage, not just Physical. Always active.
  • Resistances: Reduce elemental damage (Fire, Cold, Lightning, Poison, Shadow, and Physical) along with their Damage over Time variants.
  • Barrier: A temporary shield. Damage Reduction applies to the damage being dealt to the Barrier.
  • Fortify: Provides an additional Life buffer. Damage Reduction slows how quickly that Fortified Life is depleted.
  • Block Damage Reduction: Applies only if you successfully Block a hit; Damage Reduction then works on whatever remains.
  • Dodge / Immune: Dodge can cause a full miss, while Immune ignores all damage for a short duration. When a hit does land, your Damage Reduction still applies.

Strong survivability typically comes from combining several layers: stable Armor and Resistances for baseline protection, plus well-chosen Damage Reduction affixes that stay active during the moments where most deaths occur (Close enemies, Elite pressure, Fortify uptime, and so on).

Examples of Damage Reduction Setups

Damage Reduction from Close Enemies

A Close enemy hits you for 1,000 damage. You have 12% Damage Reduction from Close Enemies.

: 1,000 × (1 − 0.12) = 880 damage taken

Step-by-step

  1. Start with the incoming damage: 1,000.
  2. The affix provides 12% less damage taken.
  3. That means you still take 88% of the hit (100% − 12% = 88%).
  4. 88% of 1,000 is 880.

Final damage taken: 880.

Two Damage Reduction Sources Together

You have:

  • 12% Damage Reduction from Close Enemies
  • 20% Damage Reduction while Fortified
: 1,000 × 0.88 × 0.80 = 704 damage taken

Step-by-step

  1. Start with 1,000 damage.
  2. First layer: 12% less damage from Close Enemies - you take 88% - 1,000 - 880.
  3. Second layer: 20% less damage while Fortified - you take 80% - 880 - 704.

Final damage taken: 704.