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'''Damage Reduction''' is | '''Damage Reduction''' is a Affix that lowers the amount of damage your character takes when its specific condition is active, for example, from Close Enemies, while Fortified, while Healthy, or against Elites. Each DR source only applies when its trigger is met. | ||
Damage Reduction | Damage Reduction works alongside other defensive systems such as Armor, Resistances, Barrier, Fortify, and Block. In-game behaviour shows that different DR sources reduce the remaining damage one after another rather than adding together, which prevents reaching 100% total reduction. DR itself has no direct cap. | ||
Because most meaningful DR rolls are conditional, the value of a DR source depends heavily on whether its condition is active during the moments when you’re actually taking dangerous hits. | |||
==What Does Damage Reduction Do?== | ==What Does Damage Reduction Do?== | ||
When its condition is active, | When its condition is active, Damage Reduction lowers the damage you take by the listed percentage. Examples include: | ||
* 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''' | ||
These effects only work when their specific trigger is active. | |||
If | If more than one Damage Reduction source is active at the same time, they do not add together. Instead, each one reduces the remaining damage in turn. This behaviour prevents Damage Reduction from ever reaching 100%. | ||
==How Does Damage Reduction Work?== | ==How Does Damage Reduction Work?== | ||
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If the condition is no longer true, the Damage Reduction from that affix stops applying. | If the condition is no longer true, the Damage Reduction from that affix stops applying. | ||
=== | ==How Does Damage Reduction Work?== | ||
===Multiplicative Stacking=== | |||
Damage Reduction is one | Different Damage Reduction sources do not add together. When more than one DR effect is active, each one applies to the remaining damage after the previous one has reduced it. This behaviour is observable in-game and prevents total immunity. | ||
===Conditional Application=== | |||
* '''Armor''' | Most Damage Reduction affixes only function when their stated condition is true. Examples include: | ||
* '''Resistances''' | |||
* '''Barrier''' | * Close / Distant Enemies | ||
* '''Fortify''' | * Healthy / Injured | ||
* '''Block Damage Reduction''' | * While Fortified | ||
* '''Dodge / Immune''' | * While a Barrier is active | ||
* Against Elites | |||
* Against Damage Over Time | |||
When the condition stops being met, the DR from that source no longer applies. | |||
===Interaction With Other Defensive Systems=== | |||
Damage Reduction works alongside other defensive mechanics, but the game does not provide an official breakdown of the exact order in which all mitigation layers apply. What is clear from tooltips and in-game behaviour is that DR contributes to reducing the damage of any hit that successfully lands. | |||
Key defensive systems that work alongside Damage Reduction include: | |||
* '''Armor''' – Always active. Reduces incoming damage. | |||
* '''Resistances''' – Reduce elemental damage and their Damage-over-Time variants. | |||
* '''Barrier''' – Absorbs damage before Life. Damage Reduction lowers the amount applied to the Barrier. | |||
* '''Fortify''' – Adds a buffer to Life. Damage Reduction slows how quickly that [[Fortified]] Life is depleted. | |||
* '''Block Damage Reduction''' – Applies only when a Block occurs; DR then affects the remaining damage. | |||
* '''Dodge / Immune''' – [[Dodge]] negates the hit entirely; [[Immune]] prevents all damage. When a hit connects, Damage Reduction still applies. | |||
Strong survivability usually comes from combining consistent layers (Armor, Resistances, Barrier uptime, Fortify) with reliable DR sources that stay active during threatening moments. | |||
==Examples of Damage Reduction Setups== | ==Examples of Damage Reduction Setups== | ||
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===Damage Reduction from Close Enemies=== | ===Damage Reduction from Close Enemies=== | ||
To show how a single Damage Reduction source behaves, assume a hit of 1,000 damage and a 12% '''Damage Reduction from Close Enemies''' affix. | |||
'''Calculation:''' '''1,000 × (1 − 0.12) = 880 damage taken''' | |||
'''Step-by-step''' | '''Step-by-step''' | ||
# Start with the hypothetical 1,000-damage hit. | |||
# A 12% DR source reduces that amount by 12%. | |||
# 1,000 becomes 880 damage. | |||
'''Final damage taken in this example: 880.''' | |||
'''Final damage taken: 880.''' | |||
===Two Damage Reduction Sources Together=== | ===Two Damage Reduction Sources Together=== | ||
To illustrate how two DR sources interact, assume: | |||
* 12% Damage Reduction from Close Enemies | * 12% Damage Reduction from Close Enemies | ||
* 20% Damage Reduction while Fortified | * 20% Damage Reduction while Fortified | ||
'''Calculation:''' '''1,000 × 0.88 × 0.80 = 704 damage taken''' | |||
'''Step-by-step''' | '''Step-by-step''' | ||
# Start with the 1,000-damage hit. | |||
# Apply 12% DR from Close Enemies → 1,000 becomes 880. | |||
# Apply 20% DR while Fortified → 880 becomes 704. | |||
'''Final damage taken in this example: 704.''' | |||
'''Final damage taken: 704.''' | |||
==Which Items Can Carry the Damage Reduction Affix?== | ==Which Items Can Carry the Damage Reduction Affix?== | ||
Damage Reduction affixes can | Damage Reduction affixes are limited to a small set of defensive slots. In current itemization, DR can appear on: | ||
* Chest | * '''Chest''' | ||
* Pants | * '''Pants''' | ||
* Amulet | * '''Amulet''' | ||
* Sometimes Helm | * '''(Sometimes) Helm''', depending on the specific DR type and available tempering manuals | ||
Damage Reduction affixes | Damage Reduction affixes do not appear on: | ||
* Weapons | * Weapons | ||
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* Rings | * Rings | ||
* Offhands | * Offhands | ||
* Shields | * Shields (Shields use Block instead of generic DR) | ||
Because DR is now a premium defensive stat, its availability is restricted by the Loot Reborn itemization rules and the Tempering system. | |||
===Can Damage Reduction Come From Aspects?=== | ===Can Damage Reduction Come From Aspects?=== | ||
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Weapons, Gloves, Boots, Rings and Off-hands cannot receive any Defensive Aspect, and therefore cannot gain Damage Reduction from Aspects. | Weapons, Gloves, Boots, Rings and Off-hands cannot receive any Defensive Aspect, and therefore cannot gain Damage Reduction from Aspects. | ||
==How Can I Add Damage Reduction to My Build?== | ==How Can I Add Damage Reduction to My Build?== | ||
Below is a table detailing all the items that you can employ to provide Damage Reduction. Note that only the Damage Reduction bonus is detailed. For | Below is a table detailing all the items that you can employ to provide Damage Reduction. Note that only the Damage Reduction bonus is detailed. For clarity, no other bonuses are included. | ||
{| class="skillfeatures" style="width:100%;" | {| class="skillfeatures" style="width:100%;" | ||
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