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'''Damage Reduction''' is | '''Damage Reduction''' is an <span class='white'>Affix</span> 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 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. | 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. | ||
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===Conditional Application=== | ===Conditional Application=== | ||
Most Damage Reduction affixes only function when their stated condition is met. Examples include: | |||
Most Damage Reduction affixes only function when their stated condition is | |||
* Close / Distant Enemies | * Close / Distant Enemies | ||
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* 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 is no longer true, the Damage Reduction from that affix stops applying. | |||
===Interaction With Other Defensive Systems=== | ===Interaction With Other Defensive Systems=== | ||
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* '''Resistances''': Reduce elemental damage and their Damage-over-Time variants. | * '''Resistances''': Reduce elemental damage and their Damage-over-Time variants. | ||
* '''Barrier''': Absorbs damage before Life. Damage Reduction lowers the amount applied to the Barrier. | * '''Barrier''': Absorbs damage before Life. Damage Reduction lowers the amount applied to the Barrier. | ||
* '''Fortify''': Adds a buffer to Life. Damage Reduction | * '''Fortify''': Adds a buffer to Life. Damage Reduction reduces how quickly that [[Fortified]] Life is depleted. | ||
* '''Block Damage Reduction''': Applies only when a Block occurs | * '''Block Damage Reduction''': Applies only when a Block occurs. Damage Reduction then applies to whatever portion of the hit remains. | ||
* '''Dodge / Immune''': [[Dodge]] negates the hit entirely; [[Immune]] prevents all damage. When a hit connects, Damage Reduction still applies. | * '''Dodge / Immune''': [[Dodge]] negates the hit entirely; [[Immune]] prevents all damage. When a hit connects, Damage Reduction still applies. | ||
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Because DR is now a premium defensive stat, its availability is restricted by the Loot Reborn itemization rules and the Tempering system. | 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?== | |||
Yes. Several Defensive Aspects provide Damage Reduction. These can only be imprinted on item slots that accept Defensive Aspects. | Yes. Several Defensive Aspects provide Damage Reduction. These can only be imprinted on item slots that accept Defensive Aspects. | ||
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Weapons, Gloves, Boots, Rings and Offhands cannot receive Defensive Aspects and therefore cannot gain Damage Reduction from Aspects. | Weapons, Gloves, Boots, Rings and Offhands cannot receive Defensive Aspects 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?== | ||
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!style="width:47%;" |Details | !style="width:47%;" |Details | ||
!style="width:15%;" |Class | !style="width:15%;" |Class | ||
|- | |||
|[[Elixir of Aggression]] | |||
|Elixir | |||
|Damage Reduction for 30 minutes. | |||
|All | |||
|- | |- | ||
|[[Aspect of Might]] | |[[Aspect of Might]] | ||
| Line 156: | Line 139: | ||
|Basic Skills grant Damage Reduction for a short duration. | |Basic Skills grant Damage Reduction for a short duration. | ||
|All | |All | ||
|- | |- | ||
|[[Aspect of Bul-Kathos]] | |[[Aspect of Bul-Kathos]] | ||
| Line 206: | Line 188: | ||
|Passive | |Passive | ||
|Gain Damage Reduction. | |Gain Damage Reduction. | ||
|Barbarian | |||
|- | |||
|[[Iron Blood Aspect]] | |||
|Aspect | |||
|Gain Damage Reduction from [[Bleeding]] enemies. | |||
|Barbarian | |Barbarian | ||
|- | |- | ||
| Line 213: | Line 200: | ||
|Barbarian | |Barbarian | ||
|- | |- | ||
|[[ | |[[Territorial Glyph|Territorial]] | ||
| | |Glyph | ||
| | |Damage Reduction against Close enemies. | ||
|Barbarian | |||
|- | |||
|[[Undaunted Glyph|Undaunted]] | |||
|Glyph | |||
|Damage Reduction while [[Fortified]]. | |||
|Barbarian | |Barbarian | ||
|- | |- | ||
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|Skill | |Skill | ||
|Gain Damage Reduction for a short duration after dealing damage with Storm Strike. | |Gain Damage Reduction for a short duration after dealing damage with Storm Strike. | ||
|Druid | |Druid | ||
|- | |- | ||
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|Skill | |Skill | ||
|Grants you Damage Reduction for a short duration. | |Grants you Damage Reduction for a short duration. | ||
|Druid | |||
|- | |||
|[[Grizzly Rage]] | |||
|Skill | |||
|Grizzly Rage increases your Damage Reduction while in Dire Werebear form. | |||
|Druid | |||
|- | |||
|[[Iron Fur]] | |||
|Passive | |||
|Gain Damage Reduction while in Werebear form. | |||
|Druid | |Druid | ||
|- | |- | ||
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|Passive | |Passive | ||
|You gain Damage Reduction while in Human form. | |You gain Damage Reduction while in Human form. | ||
|Druid | |Druid | ||
|- | |- | ||
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|Passive | |Passive | ||
|You gain Damage Reduction while Fortified. | |You gain Damage Reduction while Fortified. | ||
|Druid | |||
|- | |||
|[[Werebear Glyph|Werebear]] | |||
|Glyph | |||
|Damage Reduction while in Werebear form. | |||
|Druid | |||
|- | |||
|[[Werewolf Glyph|Werewolf]] | |||
|Glyph | |||
|Damage Reduction while in Werewolf form. | |||
|Druid | |||
|- | |||
|[[Territorial Glyph|Territorial]] | |||
|Glyph | |||
|Damage Reduction against Close enemies. | |||
|Druid | |||
|- | |||
|[[Undaunted Glyph|Undaunted]] | |||
|Glyph | |||
|Damage Reduction while [[Fortified]] | |||
|Druid | |||
|- | |||
|[[Protector Glyph|Protector]] | |||
|Glyph | |||
|Damage Reduction while you have an active [[Barrier]]. | |||
|Druid | |Druid | ||
|- | |- | ||
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|Passive | |Passive | ||
|Increases Damage Reduction when you have no minions. | |Increases Damage Reduction when you have no minions. | ||
|Necromancer | |||
|- | |||
|[[Territorial Glyph|Territorial]] | |||
|Glyph | |||
|Damage Reduction against Close enemies. | |||
|Necromancer | |||
|- | |||
|[[Undaunted Glyph|Undaunted]] | |||
|Glyph | |||
|Damage Reduction while [[Fortified]]. | |||
|Necromancer | |||
|- | |||
|[[Scent of Death Node|Scent of Death]] | |||
|Paragon Node | |||
|Damage Reduction. | |||
|Necromancer | |||
|- | |||
|Cult Leader | |||
|Paragon | |||
|Damage Reduction for your Minions. | |||
|Necromancer | |||
|- | |||
|[[Necromancer Wall Manual|Necromancer Wall]] | |||
|Tempering | |||
|Damage Reduction for Your Minions. | |||
|Necromancer | |Necromancer | ||
|- | |- | ||
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|Skill | |Skill | ||
|After Shadow Stepping, you gain Damage Reduction. | |After Shadow Stepping, you gain Damage Reduction. | ||
|Rogue | |||
|- | |||
|[[Dark Shroud]] | |||
|Skill | |||
|Gain Damage Reduction per active shadow. | |||
|Rogue | |||
|- | |||
|[[Momentum]] | |||
|Key Passive | |||
|For each stack of Momentum, you gain Damage Reduction. | |||
|Rogue | |Rogue | ||
|- | |- | ||
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|Passive | |Passive | ||
|Gain Damage Reduction while inflicted with Control Impairing Effects. | |Gain Damage Reduction while inflicted with Control Impairing Effects. | ||
|Rogue | |Rogue | ||
|- | |- | ||
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|Rogue | |Rogue | ||
|- | |- | ||
|[[ | |[[Turf Glyph|Turf]] | ||
| | |Glyph | ||
| | |Damage Reduction against Close Enemies. | ||
|Rogue | |||
|- | |||
|Tricks of the Trade | |||
|Paragon | |||
|Damage Reduction against Close Enemies. | |||
|Rogue | |||
|- | |||
|Tricks of the Trade | |||
|Paragon | |||
|Damage Reduction from Distant Enemies. | |||
|Rogue | |||
|- | |||
|Danse Macabre | |||
|Paragon | |||
|Damage Reduction from Distant Enemies. | |||
|Rogue | |||
|- | |||
|Danse Macabre | |||
|Paragon | |||
|Damage Reduction from Close Enemies. | |||
|Rogue | |||
|- | |||
|Exploit Weakness | |||
|Paragon | |||
|Damage Reduction from Vulnerable Enemies. | |||
|Rogue | |||
|- | |||
|Leyrana's Instinct | |||
|Paragon | |||
|Damage Reduction. | |||
|Rogue | |||
|- | |||
|Deadly Ambush | |||
|Paragon | |||
|Damage Reduction by Enemies affected by Trap skills. | |||
|Rogue | |||
|- | |||
|Cheap Shot | |||
|Paragon | |||
|Damage Reduction from Elites. | |||
|Rogue | |||
|- | |||
|Eldritch Bounty | |||
|Paragon | |||
|Damage Reduction. | |||
|Rogue | |Rogue | ||
|- | |- | ||
|[[Aspect of Concentration]] | |[[Aspect of Concentration]] | ||
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|Skill | |Skill | ||
|After Teleporting, you gain Damage Reduction. | |After Teleporting, you gain Damage Reduction. | ||
|Sorcerer | |||
|- | |||
|[[Roaring Familiar]] | |||
|Skill | |||
|While you have at least two different element Familiars active, you gain Damage Reduction. | |||
|Sorcerer | |Sorcerer | ||
|- | |- | ||
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|Passive | |Passive | ||
|You gain Damage Reduction while you have an active [[Barrier]]. | |You gain Damage Reduction while you have an active [[Barrier]]. | ||
|Sorcerer | |Sorcerer | ||
|- | |- | ||
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|You gain Damage Reduction against <span class='white'>Elites</span> for each second you haven't taken damage. | |You gain Damage Reduction against <span class='white'>Elites</span> for each second you haven't taken damage. | ||
|Sorcerer | |Sorcerer | ||
|- | |||
|Ceaseless Conduit | |||
|Paragon | |||
|Damage Reduction. | |||
|Sorcerer | |||
|- | |||
|Fundamental Release | |||
|Paragon | |||
|Damage Reduction. | |||
|Sorcerer | |||
|- | |||
|Fundamental Release | |||
|Paragon | |||
|Damage Reduction from Elites. | |||
|Sorcerer | |||
|- | |||
|Fundamental Release | |||
|Paragon | |||
|Damage Reduction while [[Healthy]]. | |||
|Sorcerer | |||
|- | |||
|Icefall | |||
|Paragon | |||
|Damage Reduction from [[Chilled]] enemies. | |||
|Sorcerer | |||
|- | |||
|Frigid Fate | |||
|Paragon | |||
|Damage Reduction from [[Vulnerable]] enemies. | |||
|Sorcerer | |||
|- | |||
|Burning Instinct | |||
|Paragon | |||
|Damage Reduction from Elites. | |||
|Sorcerer | |||
|- | |||
|Burning Instinct | |||
|Paragon | |||
|Damage Reduction while [[Healthy]]. | |||
|Sorcerer | |||
|- | |||
|[[Territorial Glyph|Territorial]] | |||
|Glyph | |||
|Damage Reduction against Close enemies. | |||
|Sorcerer | |||
|- | |||
|[[Reinforced Glyph|Reinforced]] | |||
|Glyph | |||
|Damage Reduction whilst you have an active [[Barrier]] | |||
|Sorcerer | |||
|- | |||
|[[Turf Glyph|Turf]] | |||
|Glyph | |||
|Damage Reduction against Close enemies. | |||
|Spiritborn | |||
|- | |- | ||
|[[Perseverance]] | |[[Perseverance]] | ||
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|The Base Spirit of an [[Spiritborn Eagle Skills|Eagle Skill]] cast grants Damage Reduction. | |The Base Spirit of an [[Spiritborn Eagle Skills|Eagle Skill]] cast grants Damage Reduction. | ||
|Spiritborn | |Spiritborn | ||
|} | |} | ||
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==Damage Reduction FAQs== | ==Damage Reduction FAQs== | ||
===Fundamental Rules=== | |||
;Does Damage Reduction have a cap? | ;Does Damage Reduction have a cap? | ||
:No. Damage Reduction does not have a hard cap in Diablo 4. | :No. Damage Reduction does not have a hard cap in Diablo 4. | ||
:* DR affixes, DR from Aspects, DR from skills, and conditional | :* DR affixes, DR from Aspects, DR from skills, and DR from conditional triggers all stack multiplicatively. | ||
:* Armor and Elemental Resistances have their own caps, but these do not cap Damage Reduction itself. | :* Armor and Elemental Resistances have their own caps, but these do not cap Damage Reduction itself. | ||
:* | :* DR cannot reduce damage taken below zero. | ||
;Do all Damage Reduction sources stack together? | ;Do all Damage Reduction sources stack together? | ||
:Yes. | :Yes. All Damage Reduction sources apply separately and multiplicatively. There is no internal order; the final result is the same no matter which DR applies first. | ||
:Example: | :Example of multiplicative stacking: | ||
1,000 × 0.88 × 0.80 = 704 | 1,000 × 0.88 × 0.80 = 704 | ||
or | |||
1,000 × 0.80 × 0.88 = 704 | |||
;Are there diminishing returns on Damage Reduction? | |||
:No direct diminishing returns. Damage Reduction is multiplicative, so each new DR source affects a smaller portion of the remaining damage. | |||
:This behaviour is normal and intended and does not represent a true diminishing-returns formula. | |||
===Calculation Layers=== | |||
;Does Damage Reduction apply before or after Armor and Resistances? | ;Does Damage Reduction apply before or after Armor and Resistances? | ||
:After. | :After. | ||
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:This is why DR scales well with [[Barrier]], [[Fortify]], and [[Armor]]. | :This is why DR scales well with [[Barrier]], [[Fortify]], and [[Armor]]. | ||
; | ;Does Damage Reduction reduce Critical Strike damage? | ||
: | :Yes. Critical Strikes increase the size of the hit, and Damage Reduction then reduces that larger value. DR applies to all hit-based damage, including Critical Strikes, Overpower, and Vulnerable-modified hits. | ||
;Does Damage Reduction reduce Overpower damage? | |||
:Yes. Damage Reduction applies to the final hit after [[Overpower]] is calculated. Overpower adds bonus damage, but all DR sources still reduce the final amount before it is applied to your Life or Barrier. | |||
;Does Damage Reduction work when a Barrier is absorbing damage? | |||
:Yes. Damage Reduction applies before damage is taken from your [[Barrier]]. DR lowers how much of the Barrier is consumed by incoming hits. | |||
===Reliability and Uptime=== | |||
;Why does Close-range Damage Reduction matter so much? | |||
:Most lethal incoming damage in Diablo 4 occurs at close range. Examples include: | |||
:* Elite affixes | |||
:* Melee hits | |||
:* Charge or burst mechanics | |||
:* Corpse explosions | |||
:* Fire or poison pools placed at your feet | |||
:Because most threatening attacks happen within Close range, DR from Close Enemies has very high uptime. | |||
;Is Damage Reduction while Healthy or while Fortified worth taking? | |||
:Usually yes. These conditional DR rolls have excellent uptime because most endgame builds remain [[Healthy]] or [[Fortify|Fortified]] for the majority of combat. Chest and Pants are the most common gear slots for these affixes. | |||
;Which Damage Reduction sources are the most reliable? | |||
:Highly reliable DR sources include: | |||
:# DR while Fortified | |||
:# DR from Close Enemies | |||
:# DR vs Elites | |||
:# DR while Healthy | |||
:# Class passives that are always active (for example Cyclone Armor, Iron Fur, Dark Shroud) | |||
:Less reliable DR sources include: | |||
:# Hit-based DR (for example [[Combat Flay]], [[Aspect of Fevered Mauling]], [[Storm Strike]]): expires when you stop attacking. | |||
:# Skill-window DR (for example [[Incinerate]], [[Iron Skin]], [[Grizzly Rage]], [[Shadow Step]], [[Teleport]]): only active during or shortly after specific abilities. | |||
:# DR from Distant Enemies: rarely active for melee builds because most lethal hits occur at Close range. | |||
:In all of these cases, uptime is limited by cooldowns, hit requirements, or maintaining a channel. | |||
;Why does my Damage Reduction feel weak against DoTs such as poison, fire pools, or bleeds? | |||
:[[Damage Over Time]] effects bypass many on-hit or on-attack DR triggers. | |||
:Sources such as: | |||
:* "DR for 3 seconds after using X" | |||
:* "DR after dealing damage" | |||
:* "DR from Close enemies" | |||
:may not be active when a DoT ticks. | |||
:The most reliable counters for DoT damage are: | |||
:* Elemental Resistances | |||
:* Barrier uptime | |||
:* Dedicated DoT Damage Reduction (for example Rugged and similar passives) | |||
===Do minions benefit from my Damage Reduction? | ===Exceptions and Special Cases=== | ||
;Do minions benefit from my Damage Reduction? | |||
:Usually no. DR sources apply only to the player unless a skill, passive, or Aspect explicitly states that it affects '''minions'''. Minions depend on their own defensive modifiers and effects that specifically target them. | |||
;Do Shields roll Damage Reduction affixes? | |||
:No. Shields provide Block Chance and Block Damage Reduction, which are separate defensive mechanics. They cannot roll standard DR affixes. | |||
;Is Block Damage Reduction the same as Damage Reduction? | |||
:No. Block Damage Reduction only applies if a Block occurs. It is a distinct mitigation layer that does not activate on every hit and does not follow DR affix rules. | |||
===Build Planning=== | |||
;How much Damage Reduction is considered enough? | |||
:High-end players generally estimate: | |||
:* Around 30 to 40 percent DR from reliable sources (for example Fortified, Close, or class passives) is a strong baseline. | |||
:* Around 50 percent DR feels noticeably tanky. | |||
:* Above roughly 70 to 80 percent DR usually requires multiple conditional effects and may not always remain active. | |||
=== | |||
High-end players generally estimate | |||
* | |||
* 50 | |||
* | |||
;Is stacking too much Damage Reduction bad? | |||
:Not bad, but each additional DR source reduces a smaller portion of the remaining damage. A balanced setup that includes Armor, Resistances, Fortify, and a few DR sources is usually stronger than stacking a single layer alone. | |||
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