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Jan 26 2022 05:48pm
Hi there,


Could someone confirm or correct me if I'm wrong.


Damage reduction - reduces just physical DMG ( max 50 % )

Magic DMG reduction - reduces elemental DMG


So basically, the reduction by fixed number is negligible at Hell difficulty.
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Jan 26 2022 05:49pm
Not at all if stacked.
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Jan 26 2022 05:50pm
Quote (spokoluzik1989 @ Jan 27 2022 12:48am)
Hi there,


Could someone confirm or correct me if I'm wrong.


Damage reduction - reduces just physical DMG ( max 50 % )

Magic DMG reduction - reduces elemental DMG


So basically, the reduction by fixed number is negligible at Hell difficulty.


dr is %, pdr is flat, mdr is flat as well

This post was edited by cenec on Jan 26 2022 05:50pm
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Jan 26 2022 05:54pm
Quote (spokoluzik1989 @ 26 Jan 2022 17:48)
Hi there,


Could someone confirm or correct me if I'm wrong.


Damage reduction - reduces just physical DMG ( max 50 % )

Magic DMG reduction - reduces elemental DMG


So basically, the reduction by fixed number is negligible at Hell difficulty.


It helps way more than you'd think. I put sol runes in my helm and viper armor then a string of ears belt (you really want flat magic damage and flat physical damage on the same items) with some decent crafted saftey rings with mf or dwarf stars and it helped my sorc by a lot.
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Jan 26 2022 05:56pm
Quote (lamens @ Jan 27 2022 12:54am)
It helps way more than you'd think. I put sol runes in my helm and viper armor then a string of ears belt (you really want flat magic damage and flat physical damage on the same items) with some decent crafted saftey rings with mf or dwarf stars and it helped my sorc by a lot.


haha, went deep :P
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Jan 26 2022 05:58pm
Pdr is great against mindblast in pvp. It helps a ton against weak but frequent attacks. You can stack enough to basically make mb not hurt you at all.
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Jan 26 2022 05:59pm
Quote (NateFizzle @ Jan 27 2022 12:58am)
Pdr is great against mindblast in pvp. It helps a ton against weak but frequent attacks. You can stack enough to basically make mb not hurt you at all.


:thumbsup:
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Jan 26 2022 06:02pm
Fixed number damage reduction is also better than it sounds because some skills like venom lord's inferno hits multiple times and the flat rate works every tick.

This post was edited by paintball686 on Jan 26 2022 06:02pm
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Jan 26 2022 06:05pm
Quote (Goomshill @ 15 Aug 2013 00:51)
In most PvP against melee characters, MDR can wildly outperform DR, to the point of entirely negating attacks in LLD for example, because it is bugged.
MDR is applied once for every source of elemental damage on an attack, and subtracted from the total damage instead of just that element. When you have 100 MDR and your opponent deals 1 damage of 4 elements, you can have the same prevention of 400 DR


Quote (piatek @ 11 May 2021 01:51)



Quote (gel87 @ 11 May 2021 22:55)
Forms of dmg:
- Elemental dmg = fire/cold/psn/light
- Magic damage = magic dmg (hammer/bone/chaos/physical hammer etc).
- Physical dmg is physical dmg.

Psn and burn dmg actually operates in 256 bit frames.

Your character starts with 0 to all resists.
(magic%, dr%, fire/psn/cold/lr%, plr)
Nightmare penalty: - 50 fr/pr/cr/lr/plr
Hell penalty: -100 fr/pr/cr/lr/plr

DR (direct damage reduction) help vs physical dmg.
But if u fully negate the physical dmg it will have an overflow effect and add as mdr. (dr/mdr overflow effect).

MDR (direct magic reduction) helps vs:
Fire, cold, light, magic. (i dont think psn).
But can also overflow as DR.

Magic% res helps vs magic dmg. (only found in certain crafts)
Xx % to all resistanses helps fire, cold, light, psn.
DR% helps vs physical dmg.

Absorb % helps as a factor vs that excact element. It helps twice the listed effect unless you die before..

Direct absorb helps double it listed effect and is the only reduction who can heal you. It only help double if u dont die from the dmg.

Conviction affects: fire/cold/light
Lower res affects: fire/cold/light/poison/plr
Decreap: -50% enemy DR
Amplify dmg: -100% enemy DR
Facet and other - to enemy *** resistance affect its listed resistance, as well as plr if psn.

Physical dmg =
(((Damage * 0,17) - bone armor) * (1-(EnergyShield%/100)) - DamageReduction) * (1-(DamageReduction%/100)) - Mdr overflow

Magic damage =
((Damage * 0,17) * (1-(EnergyShield%/100)) - Mdr) * (1-(MagicResists%/100)) - DR overflow

Fire/cold/light dmg =
(((Damge * 0,17) - cyclone armor) * (1-(EnergyShield%/100)) - MDR) * (1-(Resist%/100)) * (1-((Absorb%*2)/100)) - (absorb*2) - DR overflow

Poison dmg =
(((Damage * 0,17) * (1-(PoisonRes%/100)) * (1-(PLR%/100))
Just dont forget that in hell a player starts with -100 plr.
Which is why i use this formula instead:
(((Damage * 0,17) * (1-(PoisonRes%/100)) * (2-((PLR-Facet)/100))
It require some thinking:
If ur in hell u start with -100 plr, which is why i multiply with 2. But if you have 125plr that would give you an end value of 25% plr, but if enemy used a death web -55 enemy Pr ur end result would be -30%.

You also need to be within the roofs and ceilings of all:

Type /// Ceiling /// Roof
DR% /// -100% /// +50%
Magic% /// 0% /// +95% (i think, not reach able anyway)
Fire% /// -100 /// +95%
Cold% /// -100 /// +95%
Light% /// -100 /// +95%
Psn% /// -100 /// +95
Plr% /// -100 /// +75%


:)
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Jan 26 2022 06:11pm
Quote (Red_Vex @ Jan 27 2022 12:05am)
:)


Thanks, huge help
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