Damage Resistance: Difference between revisions

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'''Damage Resistance''' refers to the [[Weapon Damage|Bullet]], [[Melee Attack|Melee]], and [[Spirit Power|Spirit]] Resist statistics which reduce incoming damage taken. Bullet Resist reduces all weapon and melee damage, Melee Resist reduces only melee damage, while Spirit Resist reduces all spirit damage. [[Unit]]s have a unique "Damage Resistance" stat that is applied to all sources of damage, including [[Trooper]]s.


Damage Resistance refers to the Bullet and Spirit Resist statistics which reduce incoming damage taken.
Most resistances stack multiplicatively; they are not added together. Sources of Resistance Reduction are multiplied together separately first. The total reduction is then subtracted from the total resistance. This has the consequence of resistance reduction being more effective on targets with higher resistance.
{{#ev:youtube|kOg7Q-OLwwQ|360|description=Video explaining Damage Resistance}}


Bullet Resist reduces all weapon (such as bullets/melee) damage, while Spirit Resist reduces all spirit damage.
== Resistance types ==
=== Bullet Resist ===
Bullet Resist reduces all incoming [[Weapon Damage]], including from abilities. [[Troopers]], [[Guardians]], [[Neutrals]] and the [[Mid-Boss]] deal weapon damage.


== Stacking Resistances ==
List of abilities that deal weapon damage:
Resistances from multiple sources are multiplicative with each other.
{{AbilityTable|weapondamage}}


<math>\mathit{Displayed Resist} = 1 - (1 - \mathit{Resistance 1}) * (1 - \mathit{Resistance 2}) * ... * (1 - \mathit{Resistance N})</math>
=== Spirit Resist ===
Spirit Resist reduces all incoming [[Spirit Damage]]. Most abilities and items deal spirit damage, as well as [[Walkers]], [[Shrines]], and the [[Patron]].


For example, multiple sources of Bullet Resist
=== Melee Resist ===


* 60% Bullet Resist from Viscous' [[Viscous#(4)_Goo_Ball|Goo Ball]]  
Melee Resist reduces all incoming [[Melee Damage]], including from abilities.
* 40% Bullet Resist from the [[Colossus]] [[Items|Item]] results in:


<math>1 - (1 - 0.6) * (1 - 0.4) = 76% Bullet Resist</math>
In addition to Melee Resist gained from items, Bullet Resist affects all Weapon Damage, granting another source of resistance against Melee Damage. The only exception is {{HeroIcon|Venator}}'s innate Spirit-scaled Bullet Resist, although this is likely a bug.


==Resistance Reduction==
List of abilities that deal melee damage:
Resistance Reduction refers to any negative amount of Bullet Resist, making the target take increased damage. Though, it isn't applied in the same way.
{{AbilityTable|Melee|hide=Light Melee Scaling,Notes}}


Resistance Reduction is simply added (as negative numbers) from the otherwise final Resistance.
=== Crit Reduction ===
Crit Reduction is a stat that reduces the critical damage (headshots) received by the hero. Not to be confused with [[Weapon Damage#Crit Multiplier|Crit Bonus Scale]], a stat that reduces the critical damage dealt by the hero to other targets.


<math>\mathit{Displayed Resist} = 1 - (1 - \mathit{Resistance 1}) * (1 - \mathit{Resistance 2}) * ... * (1 - \mathit{Resistance N}) + \mathit{Resistance Reductions}</math>
Crit Reduction is an innate stat to balance heroes with large head hitboxes, and cannot be modified by items or abilities.


For example, using Bullet Resists and Reductions:
== Starting Damage Resistance ==
* 60% Bullet Resist from Viscous' [[Viscous#(4)_Goo_Ball|Goo Ball]]
The following [[Hero|Heroes]] either have starting Damage Resistance values or gain resistance with [[Boon|Boons]] or [[Spirit Power]]. Boon and Spirit scaling resistances stack additively.
* 40% Bullet Resist from [[Colossus]]
* -5% Bullet Resist from [[Swift Striker]]
* -12% Bullet Resist from [[Bullet Resist Shredder]]


<math>1 - (1 - 0.6) * (1 - 0.4) + (-0.05 - 0.12) = 59% Bullet Resist</math>
Note: Negative values indicate that the hero receives increased damage.


==Graphs==
{{#invoke:HeroDataArrays|heroDamageResistTable}}
 
== Calculation ==
While items often display resistance as a flat percentage (e.g., +20% Resist), multiple sources of resistance do not simply add together. Instead, they stack '''multiplicatively'''.
 
=== Calculating Resistance ===
To find your total resistance, use the following formula:
 
<math>\text{Total Resist} = 1 - (1 - R_1) \times (1 - R_2) \dots</math>
 
'''Example:'''
If you have two sources of resistance, one providing '''40%''' and another providing '''20%''':
# Convert percentages to decimals: 0.40 and 0.20.
# Subtract from 1: (1 - 0.40) = '''0.60''' and (1 - 0.20) = '''0.80'''.
# Multiply the remainders: 0.60 × 0.80 = '''0.48'''.
# Subtract from 1: 1 - 0.48 = '''0.52'''.
# Your Total Resist is '''52%'''.
 
=== Calculating Resistance Reduction ===
'''Resistance Reduction''' (often called "shred") acts as a counter to resistance. It is calculated separately using the same multiplicative formula, and then subtracted from the target's resistance.
 
<math>\text{Final Resist} = \text{Total Resistance} - \text{Total Reduction}</math>
 
'''Example:'''
A target has '''52%''' Total Resistance (as calculated above). You attack them with two sources of Reduction: one providing '''25%''' and another providing '''20%'''.
 
'''Step 1: Calculate Total Reduction'''
<math>1 - (1 - 0.25) \times (1 - 0.20) = 0.40 \rightarrow \mathbf{40\%}</math>
 
'''Step 2: Subtract Reduction from Resistance'''
<math>52\% - 40\% = \mathbf{12\%}</math>
 
The target has a final effective Resist of only '''12%'''.
 
=== Negative Resistance ===
If the Total Reduction is higher than the Total Resistance, the final value will be negative. This acts as a damage amplifier.
 
* '''30% Resist:''' You take '''70%''' of incoming damage.
* '''0% Resist:''' You take '''100%''' of incoming damage (True Damage).
* '''-30% Resist:''' You take '''130%''' of incoming damage.
 
== Effective Health ==
{{Construction}}
[[File:Resistance-graph.png|thumb|A graph showing how despite the resistance percentage not growing additively, it scales the player's effective health additively.]]
''Include graph of effective health as a function of Damage Reduction.'' In the mean time, feel free to refer to this [https://www.desmos.com/calculator/97vhqmutyz Desmos graph].
''Include graph of effective health as a function of Damage Reduction.'' In the mean time, feel free to refer to this [https://www.desmos.com/calculator/97vhqmutyz Desmos graph].


''Include graph of effective damage increase from using 15%, 30%, and 45% Resistance Reduction as a function of the target's original Damage Reduction.'' In the mean time, feel free to refer to this [https://www.desmos.com/calculator/zcyaumcpjr Desmos graph].
''Include graph of effective damage increase from using 15%, 30%, and 45% Resistance Reduction as a function of the target's original Damage Reduction.'' In the mean time, feel free to refer to this [https://www.desmos.com/calculator/u7dkpebmm7 Desmos graph].
 
== Sources of Damage Resistance ==
=== Bullet Resist ===
{{Item stat table|Bullet Resist}}
* {{ItemIcon|Monster Rounds}} increases Bullet Resist vs. NPCs by +{{#invoke:ItemData|get_prop|Monster Rounds|NonPlayerBulletResist}}.
* {{ItemIcon|Escalating Resilience}} increases Bullet Resist by {{#invoke:ItemData|get_prop|Escalating Resilience|BulletResistPerStack}} per [[stack]] per shot when hitting enemy heroes, maxing at {{#invoke:ItemData|get_prop|Escalating Resilience|MaxArmorStacks}} Bullet Resist.
 
=== Bullet Resist Reduction ===
{{Item stat table|Bullet Resist Reduction}}
 
=== Melee Resist ===
{{Item stat table|Melee Resist}}
 
=== Spirit Resist ===
{{Item stat table|Spirit Resist}}
 
=== Spirit Resist Reduction ===
{{Item stat table|Spirit Resist Reduction}}
 
* {{ItemIcon|Spirit Rend}} reduces {{#invoke:ItemData|get_prop|Spirit Rend|TechArmorDamageReduction}} spirit resist on bullet hit from its component {{ItemIcon|Spirit Shredder Bullets}}, as well as an additional {{#invoke:ItemData|get_prop|Spirit Rend|MagicResistReduction}} spirit resist reduction per stack on headshots, up to a max of 4 stacks (-33% spirit resist total).
{{Stat navbox}}
[[Category:Damage Calculation]]