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2 | How Mods Stack: Each mod is applied in turn to incoming damage. | ||||||||||||||||||||||||
3 | Example: If you are taking damage from a Taken Hobgoblin, and you have 2 minor Resist mods, a Solar Resist, and Taken Barrier, your damage would be reduced by 17.86% (2 minor Resits), then by 5%, then by 20% for ~37.5% resistance. | ||||||||||||||||||||||||
4 | Mathmatically | Recieved Damage = BaseDamage * (1 - Resist1) * (1 - Resist2) * (1 - Resist3) * ...... | |||||||||||||||||||||||
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6 | Resilience | ||||||||||||||||||||||||
7 | Tier 1-5 | 1% | 2% | 3% | 4% | 5% | Each Tier of resilience is a 1-2% additional "Shield". Since this is approximately half of your total damage you can take, this is effectively a 0.5-1% buff in your resistance per level | ||||||||||||||||||
8 | Tier 6-10 | 6% | 8% | 10% | 12% | 13% | |||||||||||||||||||
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10 | Resistance Mods | First | Second | Third | Fourth | Fitth | Notes: | ||||||||||||||||||
11 | Solar Resist | 5.00% | 9.75% | 14.26% | 18.55% | 22.62% | Each Elemental Resist provides 5% resistance to incoming damage of that type. This mod stacks sequentially (Each resist is applied in turn to the damage) | ||||||||||||||||||
12 | Void Resist | 5.00% | 9.75% | 14.26% | 18.55% | 22.62% | |||||||||||||||||||
13 | Arc Resist | 5.00% | 9.75% | 14.26% | 18.55% | 22.62% | |||||||||||||||||||
14 | Concussive Dampener | 15.00% | 27.75% | 38.59% | 47.80% | 55.63% | Each Concussive Dampener provides 15% resistance to incoming Area of Effect and Concussive damage. This mod stacks sequentially (Each resist is applied in turn to the damage) | ||||||||||||||||||
15 | Minor Resist | 10.00% | 17.86% | 23.58% | 27.16% | 30.00% | Minor Resist provides a 10% damage resistance to Minors (Square Icon) on the First Mod, and a reduced effectiveness for each additional mod. (10%, 8.73%, 6.96%, 4.68%, 3.9%) | ||||||||||||||||||
16 | Major Resist | 10.00% | 17.86% | 23.58% | 27.16% | 30.00% | Major Resist provides a 10% damage resistance to Majors (Shield Icon) on the First Mod, and a reduced effectiveness for each additional mod. (10%, 8.73%, 6.96%, 4.68%, 3.9%) | ||||||||||||||||||
17 | Boss Resist | 10.00% | 17.86% | 23.58% | 27.16% | 30.00% | Boss Resist provides a 10% damage resistance to Bosses (Triangle and Diamond Icon) on the First Mod, and a reduced effectiveness for each additional mod. (10%, 8.73%, 6.96%, 4.68%, 3.9%) | ||||||||||||||||||
18 | Fallen Barrier | 20.00% | Fallen Barrier provides a 20% damage Resistance to Fallen enemies for 10 seconds after taking damage from a Fallen enemy. This mod does not stack with itself. | ||||||||||||||||||||||
19 | Hive Barrier | 20.00% | Hive Barrier provides a 20% damage Resistance to Hive enemies for 10 seconds after taking damage from a Hive enemy. This mod does not stack with itself. | ||||||||||||||||||||||
20 | Taken Barrier | 20.00% | Taken Barrier provides a 20% damage Resistance to Taken enemies for 10 seconds after taking damage from a Taken enemy. This mod does not stack with itself. Taken Barrier will stack with Fallen and Hive Taken enemies. | ||||||||||||||||||||||
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22 | Additional Mods | Resistance | |||||||||||||||||||||||
23 | Warminds Protection | 50% | Enemies within range of a Warmind Cell with this mod do 50% less damage. | ||||||||||||||||||||||
24 | Protective Light | 50% | Protective light provides a 50% damage resistance AFTER your shield has broken consuming charges of light This lasts from 5 to ?? seconds | ||||||||||||||||||||||
25 | Striking Light | 25% | While Sprinting, provides a 25% damage resistance | ||||||||||||||||||||||
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27 | Special cases/Weapons/Armor | Resistance | |||||||||||||||||||||||
28 | Overload (Disruption) | 25% | Overloaded enemies do 25% less damage temporarily | ||||||||||||||||||||||
29 | Riskrunner | 50% | Only applies to Arc Damage. After first arc damage, resistance lasts for 6 seconds (Kills extend duration) | ||||||||||||||||||||||
30 | Ruinous Effigy (Block) | 80% | |||||||||||||||||||||||
31 | Hunter Bottom Tree Arc Dodge | 66% | Resistance is only during dodge | ||||||||||||||||||||||
32 | Wings of Sacred Dawn | 15% | Damage resistance seems to apply for shortly after ADS as well as during | ||||||||||||||||||||||
33 | Skull of Dire Ahamkara | ~80% to 96% | Up to 75% resistance on top of normal super. Hard to verify, as damage resistance is only for a very brief period of time | ||||||||||||||||||||||
34 | Contraverse Hold | 20% | Damage Resistance is only while charging or holding a void grenade. | ||||||||||||||||||||||
35 | ACD/0 Feedback Fence | 33%, 55%, 70% | Damage Resist is for a single melee and stacks with charge. Fury Conductor x1 = 33%, Fury Conductor x2 = 55%, Fury Conductor x3 = 70%, | ||||||||||||||||||||||
36 | Sword Block | 50% to 84% | Sword Block is heavily dependent on both the sword frame and Guard perk. For example, Temptations Hook goes from 50% with Enduring Guard, and up to 80% with Burst Guard | ||||||||||||||||||||||
37 | Stronghold (Sword Block) | 80% to 90% | Stronghold increase sword guard stats to max. | ||||||||||||||||||||||
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39 | Super Resist | Bottom | Middle | Top | Notes | ||||||||||||||||||||
40 | Hunter Arc | 81% | 81% | 81% | All Supers: Environmental damage has a 40% modifier applied to it while in super, meaning you have approximately a 50% environmental resist while in super. | ||||||||||||||||||||
41 | Hunter Solar | 0% | 80% | 0% | No Resistance during Golden Gun, very brief resistance during Blade Barrage | ||||||||||||||||||||
42 | Hunter Void | 81% | 81% | 81% | |||||||||||||||||||||
43 | Titan Arc | 81% | 81% | 81% | Thundercrash is inconsistent, has brief immunity at cast, then some damage resistance on travel and briefly when landing | ||||||||||||||||||||
44 | Titan Solar | 80% | 82% | 80% | |||||||||||||||||||||
45 | Titan Void | 81% | 81% | 81% | |||||||||||||||||||||
46 | Warlock Arc | 81% | 76% | 81% | |||||||||||||||||||||
47 | Warlock Solar | 80% | 80% | 80% | |||||||||||||||||||||
48 | Warlock Void | 80% | 80% | 80% | Damage resistance for Nova Bomb is only during cast, no additional resistance while Nova Bomb is travelling. | ||||||||||||||||||||
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50 | Special Cases | First | Second | Third | Fourth | Fitth | Notes | ||||||||||||||||||
51 | Resistant Tether | 5% | 10% | 15% | 20% | 25% | Both Resistant and Enhanced Resistant Tether actually are additive to eachother. Each Resistant provides 5% additional resist while tethered, and Enhanced provides 10%. | ||||||||||||||||||
52 | Enhanced Resistant Tether | 10% | 20% | 30% | 40% | 50% | |||||||||||||||||||
53 | Shielded Hand | 20% | Only applies to damage on the Leviathan. Requires a melle kill to be active. | ||||||||||||||||||||||
54 | Dreambane Mod | 10% | 20% | 30% | 40% | 50% | Dreambane mods are additive. However they ONLY work on a Nightmare Hunt Boss, they do not seem to apply to any other enemy. | ||||||||||||||||||
55 | Riven's curse | -3% | -6% | -9% | -12% | -15% | This is a Resistance Debuff, Only applies in the Dreaming City and related activities | ||||||||||||||||||
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57 | Notes | ||||||||||||||||||||||||
58 | Concussive Dampner is very powerfull, since its effectiveness does not reduce compared to Minor/Major/Boss resist mods, it can be an excellent alternative/addition at only 1 energy cost. For example the Echo knights in prophecy only do Concussive Damage. | ||||||||||||||||||||||||
59 | "Boss" enemies for the purpose of resist mods include Champions, most Wanted, Nightmares, and lost sector Bosses. This is different then the damage "Major Spec" mod which considers these enemies Majors. | ||||||||||||||||||||||||
60 | All Numbers for Minor/Major/Boss resist are approximate across a wide variety of tests and situations. They are within 1%-2% in all cases though. | ||||||||||||||||||||||||
61 | Measurements were taken by measuring the health bar over the course of multiple damage cycles and using "Base" damage numbers with no mods to compare to. In almost all cases there were no changes to Resilience or light level and every individual test contains at least 3 damage hits and often far more | ||||||||||||||||||||||||
62 | Any variances are usually accounted for by the way the health bar is displayed and the inherent issues with measuring pixels on a screeen. | ||||||||||||||||||||||||
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