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		<id>https://deadlock.wiki/Damage_Resistance?diff=59484</id>
		<title>Damage Resistance</title>
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		<updated>2026-02-15T06:35:36Z</updated>

		<summary type="html">&lt;p&gt;202.126.94.245: /* Headshot Critical Damage Reduction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Damage Resistance&#039;&#039;&#039; 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. [[Unit]]s have a unique &amp;quot;Damage Resistance&amp;quot; stat that is applied to all sources of damage, including [[Trooper]]s.&lt;br /&gt;
&lt;br /&gt;
Most resistances stack diminishingly, with each additional resistance source having reduced effect. Resistance Reduction is applied to the final resistance, and is stacked separately and diminishingly.&lt;br /&gt;
&lt;br /&gt;
The Bullet Resistance and Spirit Resistance stats are also sometimes referred to as &amp;quot;Bullet Armor&amp;quot; and &amp;quot;Spirit Armor&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Starting Damage Resistance ==&lt;br /&gt;
Most [[Hero|Heroes]] have no starting damage resistance. However, there are a few exceptions:&lt;br /&gt;
&lt;br /&gt;
=== Bullet Damage Resistance ===&lt;br /&gt;
&lt;br /&gt;
* {{PageRef|name=Celeste}} has {{HeroData|Celeste|BulletResist}}% bullet resistance (takes 6% more bullet damage).&lt;br /&gt;
* {{PageRef|name=Dynamo}} has no starting bullet damage resistance, but gains {{#invoke:HeroData|get_hero_scalar|hero_dynamo|Level|BulletResist}} per [[Boon]] (21.87% at max level).&lt;br /&gt;
* {{PageRef|name=Bebop}} has no starting bullet damage resistance, but gains {{#invoke:HeroData|get_hero_scalar|hero_bebop|Level|BulletResist}} per [[Boon]] (10.5% at max level).&lt;br /&gt;
&lt;br /&gt;
=== Spirit Damage Resistance ===&lt;br /&gt;
&lt;br /&gt;
* {{PageRef|name=Lash}} has {{#invoke:HeroData|get_hero_var|Lash|TechResist|3}}% spirit damage resistance.&lt;br /&gt;
* {{PageRef|name=Pocket}} has {{#invoke:HeroData|get_hero_var|Pocket|TechResist|3}}% spirit damage resistance (takes 15% more spirit damage).&lt;br /&gt;
* {{PageRef|name=Kelvin}} and {{PageRef|name=McGinnis}} have no starting spirit damage resistance, but gain {{#invoke:HeroData|get_hero_scalar|hero_kelvin|Level|TechResist}} per Boon (21.87% at max level).&lt;br /&gt;
&lt;br /&gt;
=== Melee Damage Resistance ===&lt;br /&gt;
* {{PageRef|name=Rem}} has {{#invoke:HeroData|get_hero_var|Rem|MeleeResist|3}}% melee damage resistance (takes 5% more melee damage).&lt;br /&gt;
&lt;br /&gt;
=== Headshot Critical Damage Reduction ===&lt;br /&gt;
&lt;br /&gt;
* {{PageRef|name=Seven}} has {{#invoke:HeroData|get_hero_var|hero_gigawatt|CritDamageReceivedPercent|3}}% critical damage reduction.&lt;br /&gt;
* {{PageRef|name=Mo &amp;amp; Krill}} have {{#invoke:HeroData|get_hero_var|hero_krill|CritDamageReceivedPercent|3}}% critical damage reduction (Mo&#039;s head only).&lt;br /&gt;
* [[Rem]] has 10% critical damage reduction.&lt;br /&gt;
&lt;br /&gt;
=== Boon Resistances ===&lt;br /&gt;
Resistances gained from [[Boon|Boons]] (e.g., {{PageRef|name=Dynamo}}&#039;s Bullet Resist or {{PageRef|name=Kelvin}}&#039;s Spirit Resist) stack &#039;&#039;&#039;additively&#039;&#039;&#039;. This is an exception to the standard multiplicative stacking rules for other resist sources.&lt;br /&gt;
&lt;br /&gt;
== Melee Resist ==&lt;br /&gt;
Melee Resist is a stat that reduces all incoming [[melee damage]], including from melee abilities such as {{HeroIcon|Viscous}}&#039; {{AbilityIcon|Puddle Punch}}. It increases equally to Bullet Resist (e.g. an item that gives 10% Bullet Resist also gives 10% Melee Resist). Some items also give bonus Melee Resist. Like other types of resist, it stacks diminishingly.&lt;br /&gt;
&lt;br /&gt;
== Calculation ==&lt;br /&gt;
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 &#039;&#039;&#039;multiplicatively&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Calculating Resistance ===&lt;br /&gt;
To find your total resistance, use the following formula:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;\text{Total Resist} = 1 - (1 - R_1) \times (1 - R_2) \dots&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
If you have two sources of resistance, one providing &#039;&#039;&#039;40%&#039;&#039;&#039; and another providing &#039;&#039;&#039;20%&#039;&#039;&#039;:&lt;br /&gt;
# Convert percentages to decimals: 0.40 and 0.20.&lt;br /&gt;
# Subtract from 1: (1 - 0.40) = &#039;&#039;&#039;0.60&#039;&#039;&#039; and (1 - 0.20) = &#039;&#039;&#039;0.80&#039;&#039;&#039;.&lt;br /&gt;
# Multiply the remainders: 0.60 × 0.80 = &#039;&#039;&#039;0.48&#039;&#039;&#039;.&lt;br /&gt;
# Subtract from 1: 1 - 0.48 = &#039;&#039;&#039;0.52&#039;&#039;&#039;.&lt;br /&gt;
# Your Total Resist is &#039;&#039;&#039;52%&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Calculating Resistance Reduction ===&lt;br /&gt;
&#039;&#039;&#039;Resistance Reduction&#039;&#039;&#039; (often called &amp;quot;shred&amp;quot;) acts as a counter to resistance. It is calculated separately using the same multiplicative formula, and then subtracted from the target&#039;s resistance.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;\text{Final Resist} = \text{Total Resistance} - \text{Total Reduction}&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
A target has &#039;&#039;&#039;52%&#039;&#039;&#039; Total Resistance (as calculated above). You attack them with two sources of Reduction: one providing &#039;&#039;&#039;25%&#039;&#039;&#039; and another providing &#039;&#039;&#039;20%&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 1: Calculate Total Reduction&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;math&amp;gt;1 - (1 - 0.25) \times (1 - 0.20) = 0.40 \rightarrow \mathbf{40\%}&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 2: Subtract Reduction from Resistance&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;math&amp;gt;52\% - 40\% = \mathbf{12\%}&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The target has a final effective Resist of only &#039;&#039;&#039;12%&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Negative Resistance ===&lt;br /&gt;
If the Total Reduction is higher than the Total Resistance, the final value will be negative. This acts as a damage amplifier.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;30% Resist:&#039;&#039;&#039; You take &#039;&#039;&#039;70%&#039;&#039;&#039; of incoming damage.&lt;br /&gt;
* &#039;&#039;&#039;0% Resist:&#039;&#039;&#039; You take &#039;&#039;&#039;100%&#039;&#039;&#039; of incoming damage (True Damage).&lt;br /&gt;
* &#039;&#039;&#039;-30% Resist:&#039;&#039;&#039; You take &#039;&#039;&#039;130%&#039;&#039;&#039; of incoming damage.&lt;br /&gt;
&lt;br /&gt;
== Effective Health ==&lt;br /&gt;
{{Construction}}&lt;br /&gt;
[[File:Resistance-graph.png|thumb|A graph showing how despite the resistance percentage not growing additively, it scales the player&#039;s effective health additively.]]&lt;br /&gt;
&#039;&#039;Include graph of effective health as a function of Damage Reduction.&#039;&#039; In the mean time, feel free to refer to this [https://www.desmos.com/calculator/97vhqmutyz Desmos graph].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Include graph of effective damage increase from using 15%, 30%, and 45% Resistance Reduction as a function of the target&#039;s original Damage Reduction.&#039;&#039; In the mean time, feel free to refer to this [https://www.desmos.com/calculator/u7dkpebmm7 Desmos graph].&lt;br /&gt;
&lt;br /&gt;
== Sources of Damage Resistance ==&lt;br /&gt;
=== Bullet Resist ===&lt;br /&gt;
{{Item stat table|Bullet Resist}}&lt;br /&gt;
* {{ItemIcon|Monster Rounds}} increases Bullet Resist vs. NPCs by +{{#invoke:ItemData|get_prop|Monster Rounds|NonPlayerBulletResist}}. &lt;br /&gt;
* {{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.&lt;br /&gt;
&lt;br /&gt;
=== Bullet Resist Reduction ===&lt;br /&gt;
{{Item stat table|Bullet Resist Reduction}}&lt;br /&gt;
&lt;br /&gt;
=== Melee Resist ===&lt;br /&gt;
{{Item stat table|Melee Resist}}&lt;br /&gt;
&lt;br /&gt;
=== Spirit Resist ===&lt;br /&gt;
{{Item stat table|Spirit Resist}}&lt;br /&gt;
&lt;br /&gt;
=== Spirit Resist Reduction ===&lt;br /&gt;
{{Item stat table|Spirit Resist Reduction}}&lt;br /&gt;
&lt;br /&gt;
* {{ItemIcon|Spirit Rend}} reduces {{#invoke:ItemData|get_prop|Spirit Rend|MagicResistReduction}} spirit resist on bullet hit from its component {{ItemIcon|Spirit Shredder Bullets}}, as well as an additional {{#invoke:ItemData|get_prop|Spirit Rend|TechArmorDamageReduction}} spirit resist reduction per stack on headshots, up to a max of 4 stacks (-33% spirit resist total).&lt;br /&gt;
{{Stat navbox}}&lt;br /&gt;
[[Category:Damage Calculation]]&lt;/div&gt;</summary>
		<author><name>202.126.94.245</name></author>
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