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

  1. Type 1: additive -% resistance — Subtract the sum of all active additive values from the base resistance.
  2. Type 2: percentage reduced — Apply the strongest active percentage value to the resistance remaining after Type 1.
  3. 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.