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Damage Resistance
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==Resistance Reduction== Resistance Reduction refers to any negative amount of Resist, making the target take increased damage. Resistance Reduction is calculated multiplicatively like resistance, but then simply subtracted from the resistance amount. <math>\mathit{Displayed Resist} = [1 - (1 - \mathit{Resistance 1}) * (1 - \mathit{Resistance 2}) * ... * (1 - \mathit{Resistance N})] - [1 - (1 - \mathit{ResReduct.1}) * (1 - \mathit{ResReduct.2})* ... * (1 - \mathit{ResReduct.N})]</math> For example, using Bullet Resists and Reductions: * 70% Spirit Resist from Viscous' [[Viscous#(4) Goo Ball|Goo Ball]] * 20% Spirit Resist from [[Spirit Armor]] * -12% Spirit Resist from [[Spirit Strike]] * -12% Spirit Resist from [[Mystic Vulnerability]] * -24% Spirit Resist from [[Crippling Headshot]] <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>
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