Damage Resistance
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Damage Resistance is a defensive statistic recorded as reducing incoming damage. It is commonly presented alongside Maximum Damage Resistance, a percentage limit on how much resistance may remove from one hit. The current calculation and damage-type coverage remain under verification.
Recorded model
SotAwiki has historically described the pair as a numeric reduction constrained by a percentage maximum. Under that model, 25 Damage Resistance with a 50% maximum could remove 25 points from a 400-point hit, but only 20 points from a 40-point hit because half of 40 is 20.
This example explains the distinction between the two displayed statistics; it is not a new measurement of the current combat calculation. Do not use it to infer mitigation order, magical coverage, rounding, stacking, or a universal cap.
Release 81 documented a change that made Damage Resistance scale with incoming damage and made Heavy Armor Specialization improve that scaling.[1] That later change is another reason not to treat older flat-subtraction explanations as complete current rules.
Relationship to other defenses
Damage Resistance is not the same statistic as:
- Maximum Damage Resistance, the recorded percentage ceiling associated with resistance;
- Damage Avoidance, which is associated with the chance of a glancing blow;
- Dodge, which concerns avoiding a hit;
- magic-school resistance or Attunement;
- Item Damage Resistance, which concerns equipment durability rather than the Avatar's incoming combat damage.
The order in which these systems resolve should be confirmed in the current client before numerical build advice is added.
Recorded effects
The dynamic listing below collects effects recorded with Damage Resistance. It does not guarantee that every value or source has been rechecked in the current client.
Items
The following items will have an effect on Damage Resistance:
Items
See also
References
- ↑ Release 81, “Damage Resistance”; archived release documentation.