Damage Reduction: Difference between revisions
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'''{{PAGENAME}}''' is a stat that does exactly what it suggests: It reduces the amount of damage taken by a player or monster. Unlike other combat numbers that are complex calculations, a player's Damage Reduction is determined by simply adding together all Damage Reduction bonuses the player has, whether from equipment or something else like a {{ | '''{{PAGENAME}}''' (commomly referred to as [[Glossary|DR]]) is a stat that does exactly what it suggests: It reduces the amount of damage taken by a player or monster. Unlike other combat numbers that are complex calculations, a player's Damage Reduction is determined by simply adding together all Damage Reduction bonuses the player has, whether from equipment or something else like a {{Icon|Damage Reduction Potion}} or {{PetIcon|Leonardo}}. | ||
Many monsters have Damage Reduction modifiers that affect their defensive stats. | Many monsters have Damage Reduction modifiers that affect their defensive stats. | ||
==Mechanics== | ==Mechanics== | ||
The player's damage reduction while engaged in combat can be calculated as their damage reduction % outside of combat ('Base Damage Reduction'), less any penalties that apply when in combat (such as the Intimidation passive effect present on many {{TotH}} [[monsters]]), all multiplied by the [[Combat Triangle]] damage reduction modifier. Damage reduction has a maximum value of 95% and a minimum of 0%, where the in-combat damage reduction can be calculated as: | |||
<math>\text{Damage | <math>\text{Damage Reduction %} = \min \Big( \max \Big( \Big\lfloor \left ( \text{Base Damage Reduction %} - \text{In-Combat Penalties} \right ) \times \text{Combat Triangle Modifier} \Big\rfloor , 0 \Big), 95 \Big)</math> | ||
Where: <math> \left \lfloor x \right \rfloor </math> is the [https://en.wikipedia.org/wiki/Floor_and_ceiling_functions floor function]. | |||
Whenever a player or monster with Damage Reduction greater than 0% would receive damage, the damage taken is reduced. This reduced damage can be calculated as follows: | |||
<math>\text{Damage Taken} = \left \lfloor \text{Base Damage} \times \left ( 1 - \frac{\text{Damage Reduction %}}{100} \right ) \right \rfloor</math> | |||
==Damage Reduction Modifiers== | ==Damage Reduction Modifiers== | ||
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==Melee Damage Reduction Equipment== | ==Melee Damage Reduction Equipment== | ||
{{EquipmentDRTable|Melee}} | |||
{ | |||
==Ranged Damage Reduction Equipment== | ==Ranged Damage Reduction Equipment== | ||
{{EquipmentDRTable|Ranged}} | |||
==Mage Damage Reduction Equipment== | ==Mage Damage Reduction Equipment== | ||
{{EquipmentDRTable|Magic}} | |||
== | ==Other Damage Reduction Equipment== | ||
{{EquipmentDRTable|Other}} | |||
<!-- No such modifier exists | |||
==Penetrating Enemy Damage Reduction== | |||
{{ModifierTable|EnemyDamageReduction|Enemy Damage Reduction}} | |||
--> | |||
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Latest revision as of 18:01, 18 June 2024
This page is up to date (v1.3). |
Damage Reduction (commomly referred to as DR) is a stat that does exactly what it suggests: It reduces the amount of damage taken by a player or monster. Unlike other combat numbers that are complex calculations, a player's Damage Reduction is determined by simply adding together all Damage Reduction bonuses the player has, whether from equipment or something else like a Damage Reduction Potion or
Leonardo.
Many monsters have Damage Reduction modifiers that affect their defensive stats.
Mechanics
The player's damage reduction while engaged in combat can be calculated as their damage reduction % outside of combat ('Base Damage Reduction'), less any penalties that apply when in combat (such as the Intimidation passive effect present on many monsters), all multiplied by the Combat Triangle damage reduction modifier. Damage reduction has a maximum value of 95% and a minimum of 0%, where the in-combat damage reduction can be calculated as:
[math]\displaystyle{ \text{Damage Reduction %} = \min \Big( \max \Big( \Big\lfloor \left ( \text{Base Damage Reduction %} - \text{In-Combat Penalties} \right ) \times \text{Combat Triangle Modifier} \Big\rfloor , 0 \Big), 95 \Big) }[/math]
Where: [math]\displaystyle{ \left \lfloor x \right \rfloor }[/math] is the floor function.
Whenever a player or monster with Damage Reduction greater than 0% would receive damage, the damage taken is reduced. This reduced damage can be calculated as follows:
[math]\displaystyle{ \text{Damage Taken} = \left \lfloor \text{Base Damage} \times \left ( 1 - \frac{\text{Damage Reduction %}}{100} \right ) \right \rfloor }[/math]
Damage Reduction Modifiers
Source | Type | DLC | Damage Reduction | Other Modifiers |
---|---|---|---|---|
![]() | Item | +10% Damage Reduction | ||
![]() | Item | +6% Damage Reduction | ||
![]() | Item (Amulet, Passive) | +5% Damage Reduction | +10% Attack Interval | |
Prayer | +5% Damage Reduction | |||
![]() | Item | +4% Damage Reduction | ||
Prayer | +3% Damage Reduction | |||
![]() | Item | +2% Damage Reduction | ||
Error creating thumbnail: File missing Gods Enhancement (Superior) | Item (Enhancement1, Enhancement2, Enhancement3) | +2% Damage Reduction | +4% Maximum Hitpoints +20% chance to ignore Stun, Freeze or Crystallize | |
Error creating thumbnail: File missing Gods Enhancement 2 (Augmented) | Item (Enhancement2) | +2% Damage Reduction | ||
Agility Obstacle 6 | +1% Damage Reduction | +3% Chance To Preserve Prayer Points +5% Damage To All Monsters | ||
Agility Obstacle 8 | +1% Damage Reduction | +20 Maximum Hitpoints +2% Damage To All Monsters | ||
Agility Obstacle 11 | +1% Damage Reduction | -20% Ammo Preservation -3 Prayer Point Cost for Prayers -20% Rune Preservation -0.1s Monster Respawn Timer | ||
Error creating thumbnail: File missing Gods Enhancement 2 | Item (Enhancement2) | +1% Damage Reduction | ||
![]() | Item (Consumable) | ![]() | +1% Damage Reduction | -5% Smithing Interval +10% Global Evasion |
Item (Summon1, Summon2) | +1% Damage Reduction | |||
Pet | +1% Damage Reduction | |||
Pet | +1% Damage Reduction | |||
Prayer | +1% Damage Reduction | |||
Prayer | ![]() | -1% Damage Reduction | +40% Reflect Damage | |
Agility Obstacle 7 | -2% Damage Reduction | -40 Maximum Hitpoints | ||
Agility Obstacle 4 | -4% Damage Reduction | +20 Maximum Hitpoints +2% Melee Max Hit +5% Melee Accuracy Rating | ||
![]() | Item (Consumable) | -4% Damage Reduction | +45 Stealth while Thieving -25% Thieving Stun Interval | |
Agility Obstacle 9 | -6% Damage Reduction | -6% Global Mastery XP -6% Auto Eat Efficiency -0.3s Monster Respawn Timer |
Melee Damage Reduction Equipment
Ranged Damage Reduction Equipment
Mage Damage Reduction Equipment
Other Damage Reduction Equipment
Melvor Idle version v1.3 (Released: 13th June 2024) | ||||||||||||||||||||
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