Combat Mechanics

Incoming Damage Order

How shield block, resistance, armor, and damage absorption are applied after an attack lands.

Standard explanation

For an attack that has landed, shield block is processed before resistance. Monster-type reduction, resistance, and then armor for physical damage follow. Percent and flat damage absorption process last.

Deep explanation

This is the 1.3.0.6 defensive order. Fumble, dodge, projectile deflection, and the OA-versus-DA check occur before damage is dealt. The later stages process each damage component of an attack that landed.

Order from hit checks through defense

  1. Fumble, dodge, and projectile deflection — If the attack does not land, no later damage calculation occurs.
  2. OA versus DA hit check — Determines a hit, miss, or critical hit.
  3. Shield block — When the shield is ready and the attack is melee or projectile, its chance and block amount apply.
  4. Percent reduction from monster types — Applies percentage reduction against the affected monster type.
  5. Resistance — Applies resistance for the damage type.
  6. Armor — Applies struck-location armor and armor absorption to physical damage only.
  7. Flat reduction from monster types — Applies flat reduction against the affected monster type.
  8. Percent damage absorption — Applies each active absorption source in runtime order.
  9. Flat damage absorption — Within the same source, this follows percent absorption.

Key formulas

shieldChance is the shield block chance, blockModifier the defensive modifier, blockAmount the shield block amount, and blockAbsorption the block absorption. For every SkillBuff absorption source, percent absorption applies before flat absorption.

Block chance = clamp(shieldChance + blockModifier, 0, 100)
Block amount = shieldBlock × (1 + blockAmountModifier / 100)
Remaining on a successful block = damage − min(damage, blockAmount) × blockAbsorption / 100
After ordinary damage absorption = max(0, damage × (1 − percentAbsorption / 100) − flatAbsorption)

Calculated example

A physical hit of 200 lands. Shield block succeeds with block amount 50 and 100% block absorption; physical resistance is 20%; armor is 100 at 70% armor absorption; percent damage absorption is 20%; and flat damage absorption is 15. Monster-type reduction is absent and other stages are zero.

Stage Calculation Damage remaining
Shield block 200 − min(200, 50) × 1.00 150
Physical resistance 150 × (1 − 0.20) 120
Armor 120 − min(120, 100) × 0.70 50
Percent damage absorption 50 × (1 − 0.20) 40
Flat damage absorption max(0, 40 − 15) 25

Analysis source: buildCalc/mechanics/formulas.json (official Combat Guide, Game.dll 1.3.0.6, and DBR 1.3.0.6 FoA). The example is the result of substituting the stated conditions into those formulas.

Summary

Key point: Compare defenses by their processing order as well as their values. Shield block reduces damage first; percent and flat damage absorption apply to the remaining damage at the end.