Combat Mechanics
Resistance Reduction
The three resistance-reduction categories, their operation order, and a formula-derived example.
Standard explanation
Not all resistance-reduction effects stack the same way. “-X% Resistance” values add together; “X% Reduced Target’s Resistance” keeps only the strongest active value; and “X Reduced Target’s Resistance” also keeps only the strongest active value.
Deep explanation
The documented operation order is additive -X% resistance, then percentage X% Reduced Target’s Resistance, then flat X Reduced Target’s Resistance. The percentage category applies the strongest active value to the sign of the current resistance, so the same formula also defines behavior below zero.
The three resistance-reduction types
| Type | Game effect wording | Behavior |
|---|---|---|
| Additive (Type 1) |
-X% Resistance
|
All active values add together. |
| Percentage (Type 2) |
X% Reduced Target’s Resistance
|
Only the strongest active value applies. |
| Flat (Type 3) |
X Reduced Target’s Resistance
|
Only the strongest active value applies. |
Calculation order: Type 1 → Type 2 → Type 3
- Type 1: additive -% resistance — Subtract the sum of all active additive values from the base resistance.
- Type 2: percentage reduced — Apply the strongest active percentage value to the resistance remaining after Type 1.
- Type 3: flat reduced — Subtract the strongest active flat value last.
R1 = baseResistance + sum(additiveMinusPercent)
R2 = R1 * (1 - sign(R1) * max(percentReduced) / 100)
Final resistance = R2 - max(flatReduced)
Calculated example
Base resistance is 80%. Active effects are -30% and -15% Resistance, 20% and 12% Reduced Target’s Resistance, and 10 and 6 Reduced Target’s Resistance.
| Stage | Calculation | Resistance |
|---|---|---|
| Additive -% resistance |
80 - 30 - 15
|
35% |
| Percentage reduced (strongest 20%) |
35 * (1 - 0.20)
|
28% |
| Flat reduced (strongest 10) |
28 - 10
|
18% |
Chance-based duration effects need an explicit scenario to determine their active uptime. This example assumes that every listed effect is active; it is not an in-game measurement.
Analysis source: buildCalc/mechanics/formulas.json (local 1.3.0.4 binary and DBR research, plus a controlled resistance-reduction test). 1.3.0.6 live confirmation remains separate.
Summary
Key point: Stack additive -% resistance effects first. Adding a weaker percentage-reduced or flat-reduced effect does not improve the result while a stronger one of the same category is active.