Original Post — Direct link

Hi!

For a build I'm making at the moment I want to reach the 90% damage reduction cap for a very specific amount of damage taken.
My understanding is that physical damage reduction from Armour and physical damage reduction from other sources (namely: Endurance Charges, Soul of Steel, Juggernaut's Unbreakable node) work at the same time.

So does that mean, that for the purposes of calculating the amount of Armour Rating I will need to mitigate a specific hit by 90% I can just add all the physical damage reduction sources together except for Armour, subtract that from the 90% cap and then get my new cap I will have to reach via Armour alone?

As an example. I want to mitigate a hit of 350 damage (from Heartbound Loop) by 90%. Using ONLY Armour and no other sources of physical damage reduction, I would need a total of 31.500 Armour according to the "Required Armour Rating" formula from the wiki.
But let's say you have 6 Endurance Charges as a Juggernaut, using both Unbreakable (5% less damage taken) and Unrelenting (+1% additional Physical Damage Reduction per Endurance Charge - for a total of 5% reduction per Charge) and Soul of Steel (5% additional Physical Damage Reduction). This adds up to 5% + 6*5% + 5% = 40% physical damage reduction without any Armour Rating at all.

Does that now mean that I will only have to reach 50% damage reduction from Armour to reach the cap of 90%? Because, since Armour formulas are not linear, that would mean that I'd only need 3500 Armour Rating using the same formula as above, which is only approximately 11% of the initial value of 31.500 - which seems a little insane if you ask me.

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almost 5 years ago - /u/Mark_GGG - Direct link

Originally posted by golgol12

I am pretty sure that armor and other souces of reduced physical damage multiply with each other.

But, you know what, I am now questioning myself. /u/mark_ggg please help. Does armor stack multiplicative, or additive with other sources of "additional Physical Damage Reduction"? I always thought the damage gets reduced by armor first, then the remainder of that passed to phys damage reduction.

Armour provides an amount of Physical Damage Reduction against each hit dependant on your armour value and the amount of physical damage in the hit. Additional Physical Damage Reduction is just that - additional to the base physical damage reduction provided by your armour.

This is entirely separate from "reduced Physical Damage taken", which is applied afterwards and additive with other increases or reductions to damage taken.

almost 5 years ago - /u/Mark_GGG - Direct link

Originally posted by Saint_Yin

Just so you know, you can mitigate the damage by more than 90%. The 90% cap is only on the first step, here are the other ones:

Physical Damage reduction: This stat is gained from armor and sources which state "additional physical damage reduction." These apply additively with each other, up to a cap of 90%. It applies to raw physical damage taken.

Physical damage reduction sources are as follows:

  • Endurance Charges (4% per, up to 12 with 3 base, 3 from tree, 1 from ascendancy, 1 from Shaper 2H weapon, 2 from rings, and 2 from corrupted Death's Door boots)

  • Basalt Flask (15%, affected by flask effect)

  • Gorgon's Gaze (5% while moving)

  • The Red Trail (10% while stationary)

  • Disintegrator (1% per Shaper/Elder item, up to 9)

  • Tree (Soul of Steel: 5%, Singular Focus: 4% while channeling, Duelist node: 4% while affected by Guard skill)

  • Ascendancy (Juggernaut: 1% per endurance charge, Guardian/Ascendant: 1% per aura, Necromancer: 1% per zombie)

  • Chaos Golem (5% at 22, can be boosted with golem effect)

  • Major Pantheon deities (Solaris: 6% if no more than 1 nearby enemy, Lunaris: 1% per nearby enemy, up to 8)

  • Minor Pantheon deities (Tukohama: 2% per second stationary, up to 8%, Gruthkul: 1% per hit taken recently, up to 5%)

Physical Damage taken from attacks: This stat is gained from some equipment, and applies after armor, but before reduced/less sources. Not sure why, because flat damage reduced is monumentally more valuable if it's lopped off the last step, and it's not like this -X damage stat is too strong.

There is only one notable example of this:

  • Immortal Flesh: -40 to -50 physical damage taken from attacks.

Reduced Physical Damage taken: This is applies after Physical damage taken, but before Less. This does not have a cap, so if you find a way to get 100% reduced physical damage taken, you're immune to physical damage regardless of armor.

Here is a list of various effects that fall into this category:

  • Fortify (20% reduced, up to 60% increased effect in tree)

  • Unshattered Will (20% reduced)

  • Unbreakable (Jugg, 5% reduced)

  • Bloodletting (Passive skill, 5% reduced if enemy is bleeding)

  • Silent Steps (Passive skill, 5% reduced if enemy is blinded)

  • Conqueror (Champ, 6% reduced if enemy is taunted)

  • Brutal Fervour (Slayer, 6% reduced if leeching)

  • Born in the Shadows (Sabo, 10% reduced if enemy is blinded)

  • Ghost Shrouds (Trickster, up to 9% reduced)

  • Weave the Arcane (Trickster, 6% if 200 mana spent in last 4 seconds)

  • Frigid Wake (Occultist, 10% reduced from hits if enemy is chilled and "nearby")

There are more, but the most notable inclusions are tied to elemental damage or damage over time, both of which are not relevant to the OP's question.

Less Damage taken: This applies after all other steps, and applies multiplicatively with itself. This means Less sources can never fully reduce damage and sees diminishing returns as more sources are applied.

Examples of this include:

  • Arctic Armor (13% less)

  • Infused Channeling (8% less if supporting a channeling skill with the Physical tag)

Edit: Added some more to the list of reduced damage taken, due to a couple responses splitting hairs.

This is all correct

Physical Damage taken from attacks: This stat is gained from some equipment, and applies after armor, but before reduced/less sources. Not sure why, because flat damage reduced is monumentally more valuable if it's lopped off the last step, and it's not like this -X damage stat is too strong.

Because that's how all modifiers are applied in PoE. flat additions to the base are applied before percentage modifiers. Otherwise +life bonuses wouldn't benefit from % increased life bonuses, etc. So in PoE, additions and subtractions apply before multiplications. My high school maths teachers would probably be very disappointed in me if they knew.

There is only one exception to this, being the "+/-x to Total Mana Cost of Skills" modifier, which specifies it applies to the total value, and thus applies after other modifiers. It is an abberation, and deserves to be shunned for it's mockery of the rules of the game.