Resistance: Difference between revisions

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'''Resistance''' is a type of [[defence]] that reduces [[damage]] of a particular type by a percentage of the total damage. Players and enemies all have a resistance stat to each of [[Fire]], [[Cold]], [[Lightning]] and [[Chaos]] damage, and these are raised or lowered independently. Increases to 'Elemental resistance' are applied to fire, cold and lightning but not chaos.
'''Resistance''' is a form of [[damage reduction]] that reduces [[damage]] of a particular type by a percentage. Players and enemies all have a resistance stat to each of [[Fire]], [[Cold]], [[Lightning]] and [[Chaos]] damage, and these are raised or lowered independently. Increases to "Elemental Resistance" are applied to fire, cold and lightning but not chaos.


Resistance has a default value of 0, where it does not affect the damage taken. Maximum resistances are soft capped at 75% by default but can be increased to a hard cap of 90%.  
Resistance has a default value of 0, where it does not affect the damage taken. Maximum resistances are soft capped at 75% by default but can be increased to a hard cap of 90%. Resistance can go into the negatives, which increases damage taken.


Negative resistance causes the defender to take more damage from that damage type. For [[character]]s, the completion of each [[act]] permanently reduces all resistances by -10%, to a total of -60% when a player reaches [[endgame]].
[[Character]]s receive a -10% penalty to elemental resistance for each [[act]] completed. Once they reach [[endgame]], they will have a base -60% elemental resistances.


==Calculation==
==Calculation==
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The higher your resistance gets, the more effective an increase in resistance is in reducing damage taken. This makes increases to maximum resistance a particularly valuable stat. For example, increasing resistance by 10 from 0% to 10% will reduce damage taken from 100% to 90%, or 10% less. But increasing by 10 from 60% to 70% would be reducing damage taken from 40% to 30%, reducing damage taken by a quarter.
The higher your resistance gets, the more effective an increase in resistance is in reducing damage taken. This makes increases to maximum resistance a particularly valuable stat. For example, increasing resistance by 10 from 0% to 10% will reduce damage taken from 100% to 90%, or 10% less. But increasing by 10 from 60% to 70% would be reducing damage taken from 40% to 30%, reducing damage taken by a quarter.


==Resistance Penetration==
===Resistance Penetration===
Having [[Penetration]] in a damage type reduces the effective resistance of enemies you damage with that type, thus increasing the damage they take. It only applies against positive resistances; it has no effect once the effective resistance is 0 or negative.
Having [[Penetration]] in a damage type reduces the effective resistance of enemies you damage with that type, thus increasing the damage they take. It only applies against positive resistances; it has no effect once the effective resistance is 0 or negative.
===Ignore resistance===
Effects which causes damage to ignore enemy resistances will treat the enemy as having 0% resistance.


==Version history==
==Version history==

Revision as of 14:04, 18 December 2024

X Resistance
Tooltip
You take this much less X Damage. Negative values cause to take more Damage instead.

Maximum Resistance is capped at 75% by default and cannot be higher than 90%.

Resistance is a form of damage reduction that reduces damage of a particular type by a percentage. Players and enemies all have a resistance stat to each of Fire, Cold, Lightning and Chaos damage, and these are raised or lowered independently. Increases to "Elemental Resistance" are applied to fire, cold and lightning but not chaos.

Resistance has a default value of 0, where it does not affect the damage taken. Maximum resistances are soft capped at 75% by default but can be increased to a hard cap of 90%. Resistance can go into the negatives, which increases damage taken.

Characters receive a -10% penalty to elemental resistance for each act completed. Once they reach endgame, they will have a base -60% elemental resistances.

Calculation

Final Damage = D * (100-R)/100

Example: being hit by 1000 fire damage, with a fire resistance of 30%, means you would take: 1000 * (100-30)/100 = 1000 * 0.7 = 700 damage

The higher your resistance gets, the more effective an increase in resistance is in reducing damage taken. This makes increases to maximum resistance a particularly valuable stat. For example, increasing resistance by 10 from 0% to 10% will reduce damage taken from 100% to 90%, or 10% less. But increasing by 10 from 60% to 70% would be reducing damage taken from 40% to 30%, reducing damage taken by a quarter.

Resistance Penetration

Having Penetration in a damage type reduces the effective resistance of enemies you damage with that type, thus increasing the damage they take. It only applies against positive resistances; it has no effect once the effective resistance is 0 or negative.

Ignore resistance

Effects which causes damage to ignore enemy resistances will treat the enemy as having 0% resistance.

Version history

Version Changes
0.1.0e
  • Maps no longer have additional elemental resistance penalties inherently applied at Tier 6 and Tier 11 or higher Maps. It is now consistent across all of the Endgame.
0.1.0
  • Introduced to the game.