Damage Resistance: Difference between revisions

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'''Damage Resistance''' refers to the Bullet, Melee, and 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.
'''Damage Resistance''' refers to the Bullet, Melee, and Spirit Resist statistics which reduce incoming damage taken.


Bullet Resist reduces all weapon (such as bullets/melee) damage{{Citation needed}}, while Spirit Resist reduces all spirit damage.<!--verify Bullet resist does indeed reduce melee damage, as there are items that specifically provide Melee Resist-->
Most resistances stack diminishingly with each additional resistance source having reduced effect. Resistance Reduction is applied to the final resistance, and if stacked separately and diminishingly.


== Notes ==
The Bullet Resistance and Spirit Resistance stats are also sometimes referred to as "Bullet Armor" and "Spirit Armor".
Resistances can go negative, and this multiplies the damage taken of that type.  


30% resist= 70% of the damage from the weapon or ability.
== Melee Resist ==
 
Melee Resist is a special case of Bullet Resist that is stacked diminishingly along with Bullet Resist to reduce all incoming melee damage. This includes all "melee" abilities such as [[Viscous#Abilities|Viscous]] Puddle Punch ability.
0% resist = 100% of the damage from the weapon or ability.
 
-30% resist = 130% of the damage from the weapon or ability.
 
Items like [[Headshot Booster]] grant a flat added bullet damage, this bonus damage is not multiplied by weapon damage but is subject to resistance reduction/increase in damage.
 
Even Resistance from [[Level#Power Increases]] is multiplicative. For example, [[Bebop]]'s base Resistance is {{#invoke:HeroData|get_hero_var|Bebop|BulletArmorDamageReduction}}%, while he gains 1.25% Resist per Power Increase. After 14 Power Increases, Bebop's total resistance will be
<math>0.1 + 1 - (1-0.0125)^{14} = 26.2%</math><br>


== Math ==
== Math ==
Despite being presented in-game as +x% Bullet, Melee, or Spirit Resist, multiple sources of resist stack multiplicatively, not additively.  
Despite being presented in-game as +x% Bullet, Melee, or Spirit Resist, multiple sources of resist stack multiplicatively, not additively.  


The formula for resist is: <math>BR_f = \left\lceil 1 - \prod_{i=1}^n (1 - BR_i) \right\rceil</math><br/>
The formula for resist is: <math>BR_f = \left\lceil 1 - \prod_{i=1}^n (1 - BR_i) \right\rceil</math><br />
where:<br/>
where:<br />
<math>
<math>
\begin{align}
\begin{align}
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<math>[1 - (1 - 0.7) * (1 - 0.2)] -[1 - (1-0.12)*(1-0.12)*(1-0.24)] =  \mathit 35% Spirit Resist</math>
<math>[1 - (1 - 0.7) * (1 - 0.2)] -[1 - (1-0.12)*(1-0.12)*(1-0.24)] =  \mathit 35% Spirit Resist</math>
The final Resistance can go negative, and this multiplies the damage taken of that type. For example:
* 30% resist= 70% of the damage from the weapon or ability.
* 0% resist = 100% of the damage from the weapon or ability.
* -30% resist = 130% of the damage from the weapon or ability.
Items like [[Headshot Booster]] grant a flat added bullet damage, this bonus damage is not multiplied by weapon damage but is subject to resistance reduction/increase in damage.
Even Resistance from [[Level#Power Increases]] is multiplicative. For example, [[Bebop]]'s base Resistance is {{#invoke:HeroData|get_hero_var|Bebop|BulletArmorDamageReduction}}%, while he gains 1.25% Resist per Power Increase. After 14 Power Increases, Bebop's total resistance will be
<math>0.1 + 1 - (1-0.0125)^{14} = 26.2%</math>


==Graphs==
==Graphs==