PropertyValue
rdf:type
rdfs:label
  • Damage Reduction
  • Damage reduction
rdfs:comment
  • Damage reduction is the ability of a creature to effectively "shrug off" or instantly regenerate damage done to it. Damage reduction can reduce damage to 0 but not below 0.
  • Absorption or damage reduction is an effect found on some shields, focus items and Warrior-specific equipment that reduces physical damage, provided from some Enchantments against all types of damage and provided by the Lightbringer title effect against all types of damage from certain foes. All sources of absorption except for Knight's/Ascalon Armor are global; they will reduce damage no matter which part of the body is hit. There are five main sources of absorption: Warrior Armor, Runes, Shields, Focus items and Skills.
  • Damage Reduction refers to various magic suffixes or special modifiers that reduce damage.
  • Damage Reduction decreases the amount of damage taken by a character from an physical attack. Shields provide Block to reduce the amount of damage taken, but also list a value for damage reduction itself. This ranges from base levels of 30% to 50%. Enchanting shields will increase damage reduction.
  • The user can decrease and reduce the damage the target takes making them harder to defeat or destroy.
  • Damage reduction is a defensive property of shields and any other equipment that can be used to block an attack in Demon's Souls. On the item's stat screen, it is displayed as two numbers separated by a slash mark. The left number is the percentage of physical damage that will be negated by successfully blocking, and the right shows the percentage of any magic damage that will be negated upon successfully blocking. Shields generally block both types better than weapons or catalysts. The damage reduction for Fire damage is hidden; however, the Large Brushwood Shield and the Purple Flame Shield significantly reduce incoming fire damage. A shield's magic damage reduction can be increased by upgrading it along the Dark path.
  • Damage reduction is typically expressed in the form "20/+3" or "+3 soak 20 damage". This indicates the amount of damage ignored (20) and the power of the weapon needed to penetrate the effect (+3). Thus a creature with 20/+3 damage reduction ignores the first 20 points of damage from any weapon that does not have an enhancement bonus or attack bonus of +3 or greater. Some feat-based damage reduction is expressed in the form "20/-". In this case, all physical damage is reduced, regardless of bonuses on the weapon.
  • Some magic creatures have the supernatural ability to instantly heal damage from weapons or to ignore blows altogether as though they were invulnerable. The numerical part of a creature’s damage reduction is the amount of hit points the creature ignores from normal attacks. Usually, a certain type of weapon can overcome this reduction. This information is separated from the damage reduction number by a slash. Damage reduction may be overcome by special materials, by magic weapons (any weapon with a +1 or higher enhancement bonus, not counting the enhancement from masterwork quality), certain types of weapons (such as slashing or bludgeoning), and weapons imbued with an alignment. If a dash follows the slash then the damage reduction is effective against any attack that does not ignore dama
  • Armor reduces physical damage done against you by a certain proportion against all attackers. It depends entirely on the level of the monster (or player) hitting you and your own armor. Your level doesn't matter. By hovering your mouse over Armor on your Character screen, you can see the percentage value of this reduction for damage done by enemies that are at your current level. This percent reduction will actually fall as soon as you gain a level if you're still wearing the same armor. You haven't lost anything, it's merely showing you that your armor isn't as effective against monsters one level higher than you used to be.
dcterms:subject
foaf:homepage
Row 1 info
  • Reduce the damage the target takes
bydate
  • as of Wrath of the Lich King
  • by Kriis 17/01/2012 13:32
Row 1 title
  • Power/Ability to:
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Site
  • Official Arena and Rated Battlegrounds forum
  • Rehfeld.us
Box Title
  • Damage Reduction
Type
  • bnetwoweu
Caption
  • Latios uses Light Screen to reduce specifically special attack moves by half.
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imagewidth
  • 350
Link
  • http://rehfeld.us/wow/damage-reduction.html|desc=Armor Damage Reduction Calculator
  • http://eu.battle.net/wow/en/forum/topic/3225586596#1|desc=[GUIDE] Resilience explained
BGCOLOR
  • lightblue
wikipage disambiguates
abstract
  • Damage reduction is the ability of a creature to effectively "shrug off" or instantly regenerate damage done to it. Damage reduction can reduce damage to 0 but not below 0.
  • Absorption or damage reduction is an effect found on some shields, focus items and Warrior-specific equipment that reduces physical damage, provided from some Enchantments against all types of damage and provided by the Lightbringer title effect against all types of damage from certain foes. All sources of absorption except for Knight's/Ascalon Armor are global; they will reduce damage no matter which part of the body is hit. There are five main sources of absorption: Warrior Armor, Runes, Shields, Focus items and Skills.
  • Damage Reduction refers to various magic suffixes or special modifiers that reduce damage.
  • Damage Reduction decreases the amount of damage taken by a character from an physical attack. Shields provide Block to reduce the amount of damage taken, but also list a value for damage reduction itself. This ranges from base levels of 30% to 50%. Enchanting shields will increase damage reduction.
  • Damage reduction is typically expressed in the form "20/+3" or "+3 soak 20 damage". This indicates the amount of damage ignored (20) and the power of the weapon needed to penetrate the effect (+3). Thus a creature with 20/+3 damage reduction ignores the first 20 points of damage from any weapon that does not have an enhancement bonus or attack bonus of +3 or greater. Some feat-based damage reduction is expressed in the form "20/-". In this case, all physical damage is reduced, regardless of bonuses on the weapon. Creature weapons receive special treatment when trying to overcome damage reduction. A creature with damage reduction who uses creature weapons is able to pierce (ignore) damage reduction of the same power level as its own. For example, the claw attacks of a creature with 10/+5 damage reduction will not be affected by others' damage reduction of X/+5 or lower. A creature's X/- damage reduction (as from feats) does not assist in overcoming damage reduction. Damage reduction stacks with, and is applied after, both damage resistance and damage immunity. (So a creature with damage reduction 10/+5 and bludgeoning resistance 20/- will ignore the first 30 points of damage from each bludgeoning attack made with less than a +5 enhancement.) Damage reduction does not stack with itself, with a few exceptions. Instead, when a creature has multiple sources of damage reduction, the one that reduces the most damage among those that are not overcome by an attack's enhancement bonus will apply. If there is a tie, the oldest reduction effect is used. One exception to the stacking rule is that the epic damage reduction feats stack with perfect self. The other exception is that the sources of X/- damage reduction (barbarian-, dwarven defender- and epic- damage reduction) stack with each other. Damage reduction is an ability of the barbarian, monk and dwarven defender classes, and some feats and spells provide it as well. Some druid/shifter forms also include the effect.
  • The user can decrease and reduce the damage the target takes making them harder to defeat or destroy.
  • Some magic creatures have the supernatural ability to instantly heal damage from weapons or to ignore blows altogether as though they were invulnerable. The numerical part of a creature’s damage reduction is the amount of hit points the creature ignores from normal attacks. Usually, a certain type of weapon can overcome this reduction. This information is separated from the damage reduction number by a slash. Damage reduction may be overcome by special materials, by magic weapons (any weapon with a +1 or higher enhancement bonus, not counting the enhancement from masterwork quality), certain types of weapons (such as slashing or bludgeoning), and weapons imbued with an alignment. If a dash follows the slash then the damage reduction is effective against any attack that does not ignore damage reduction. Ammunition fired from a projectile weapon with an enhancement bonus of +1 or higher is treated as a magic weapon for the purpose of overcoming damage reduction. Similarly, ammunition fired from a projectile weapon with an alignment gains the alignment of that projectile weapon (in addition to any alignment it may already have). Whenever damage reduction completely negates the damage from an attack, it also negates most special effects that accompany the attack, such as injury type poison, a monk’s stunning, and injury type disease. Damage reduction does not negate touch attacks, energy damage dealt along with an attack, or energy drains. Nor does it affect poisons or diseases delivered by inhalation, ingestion, or contact. Attacks that deal no damage because of the target’s damage reduction do not disrupt spells. Spells, spell-like abilities, and energy attacks (even nonmagical fire) ignore damage reduction. Sometimes damage reduction is instant healing. Sometimes damage reduction represents the creature’s tough hide or body,. In either case, characters can see that conventional attacks don’t work. If a creature has damage reduction from more than one source, the two forms of damage reduction do not stack. Instead, the creature gets the benefit of the best damage reduction in a given situation.
  • Damage reduction is a defensive property of shields and any other equipment that can be used to block an attack in Demon's Souls. On the item's stat screen, it is displayed as two numbers separated by a slash mark. The left number is the percentage of physical damage that will be negated by successfully blocking, and the right shows the percentage of any magic damage that will be negated upon successfully blocking. Shields generally block both types better than weapons or catalysts. The damage reduction for Fire damage is hidden; however, the Large Brushwood Shield and the Purple Flame Shield significantly reduce incoming fire damage. A shield's magic damage reduction can be increased by upgrading it along the Dark path.
  • Armor reduces physical damage done against you by a certain proportion against all attackers. It depends entirely on the level of the monster (or player) hitting you and your own armor. Your level doesn't matter. By hovering your mouse over Armor on your Character screen, you can see the percentage value of this reduction for damage done by enemies that are at your current level. This percent reduction will actually fall as soon as you gain a level if you're still wearing the same armor. You haven't lost anything, it's merely showing you that your armor isn't as effective against monsters one level higher than you used to be. The most important thing to remember about armor is: An X% increase in armor means an X% increase in armor's contribution to the amount of damage you can take. The formula for the base armor value is:[citation needed] Gear armor is the armor value from the gear you are wearing. Magic armor is the extra armor from buffs such as scrolls, mage armor, armor kits etc. Note that talents which give a percentage bonus to armor (like druid bear form) do not include magic armor in their boost to the armor rating. This is especially important for druids since bonuses received from armor kits, sets and green effects in general are not affected by Bear, Moonkin, or Tree Form or armor-increasing talents. For enemies from level 1 to 59, the reduction to physical damage, as a percentage, is given by the following formula: For enemies from level 60 and up, the reduction to physical damage, as a percentage, is given by the following formula: For level 80 and raid bosses, this simplifies to: Note that the maximum damage reduction is capped at 75%. The 15232.5 and 16635 numbers in the denominator are often confused. The constant is based on the attacker's level, not the target's level. Use 15232.5 for your attacks (outgoing) and 16635 for damage received. For level 83 bosses, as described below, armor caps at 49905. The Diminishing Returns on armor as you approach the cap are rather harsh; both functions are graphed below.
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