Does Dmg Reduction Work On True Dmg

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Does Dmg Reduction Work On True Dmg Software

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Damage Reduction (Ex or Su)

A creature with this special quality ignores damage from most weapons and natural attacks. Wounds heal immediately, or the weapon bounces off harmlessly (in either case, the opponent knows the attack was ineffective). The creature takes normal damage from energy attacks (even nonmagical ones), spells, spell-like abilities, and supernatural abilities. A certain kind of weapon can sometimes damage the creature normally, as noted below.

The entry indicates the amount of damage ignored (usually 5 to 15 points) and the type of weapon that negates the ability.

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Some monsters are vulnerable to piercing, bludgeoning, or slashing damage (Ex).

Some monsters are vulnerable to certain materials, such as alchemical silver (Su), adamantine (Ex), or cold-forged iron (Su). Attacks from weapons that are not made of the correct material have their damage reduced, even if the weapon has an enhancement bonus.

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Some monsters are vulnerable to magic weapons (Su). Any weapon with at least a +1 magical enhancement bonus on attack and damage rolls overcomes the damage reduction of these monsters. Such creatures’ natural weapons (but not their attacks with weapons) are treated as magic weapons for the purpose of overcoming damage reduction. Ammunition fired from a projectile weapon with an enhancement bonus of +1 or higher is treated as a magic weapon for the purpose of overcoming damage reduction.

A few very powerful monsters are vulnerable only to epic weapons; that is, magic weapons with at least a +6 enhancement bonus. Such creatures’ natural weapons are also treated as epic weapons for the purpose of overcoming damage reduction.

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Some monsters are vulnerable to chaotic-, evil-, good-, or lawful-aligned weapons (Su). When a cleric casts align weapon, affected weapons might gain one or more of these properties, and certain magic weapons have these properties as well. A creature with an alignment subtype (chaotic, evil, good, or lawful) can overcome this type of damage reduction with its natural weapons and weapons it wields as if the weapons or natural weapons had an alignment (or alignments) that match the subtype(s) of the creature. Ammunition fired from a projectile weapon with an alignment gains the alignment of that projectile weapon (in addition to any alignment it may already have).

When a damage reduction entry has a dash (–) after the slash, no weapon negates the damage reduction (Ex).

A few creatures are harmed by more than one kind of weapon. A weapon of either type overcomes this damage reduction.

A few other creatures require combinations of different types of attacks to overcome their damage reduction. A weapon must be both types to overcome this damage reduction. A weapon that is only one type is still subject to damage reduction.

Whenever damage reduction completely negates the damage from an attack, it also negates most special effects that accompany the attack, such as injury type poison, a monk’s stunning, and injury type disease. Damage reduction does not negate touch attacks, energy damage dealt along with an attack, or energy drains. Nor does it affect poisons or diseases delivered by inhalation, ingestion, or contact.

Attacks that deal no damage because of the target’s damage reduction do not disrupt spells.

If a creature has damage reduction from more than one source, the two forms of damage reduction do not stack. Instead, the creature gets the benefit of the best damage reduction in a given situation.


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I've been searching and found some conflicting threads, but some are really old so I don't know if they are out dated.
I was reading something about armor not being a flat % of damage reduction, so if a monster is hitting really hard, you are still going to take a ton of damage?
Could someone try to explain it please?
Thanks a bunch.
Posted by
PhreEkGarden
on Jan 13, 2013, 5:44:36 AM
The mechanics thread has the exact formula and is not out of date; the formula has not been changed. It was something along the lines of Armor / ((12*damage) + Armor).
Posted by
Xikorut
on Jan 13, 2013, 5:46:00 AM
The mechanics thread is stickied in the Beta General Discussion forum. You'll find your answer there.
Posted by
tpapp157
on Jan 13, 2013, 6:08:55 AM
Wow thanks. I had not seen that thread. Great reading.
Posted by
PhreEkGarden
on Jan 13, 2013, 5:16:07 PM
hi, from my experience, i try make 1 tank bruild !
The tank bruild is useless from 40++, block rate work only with melee dmg or physical dmg,
You need get elemental block rate too for block magic dmg.
The reduction dmg work with ONLY Physical dmg, useless you have 90% reduction dmg, chaos dmg and elemental dmg will be pain for you.
You got 76% all résistance ice, fire, lighntning reduc dmg, is useless vs high elemental dmg and chaos dmg.
you have low dps, mobs with high regen hp, you can't kill it.
Posted by
clairedelune
on Jan 13, 2013, 5:39:49 PM
The formula in the mechanics thread is rather basic, you need to factor in quite a few factors, but the formula is :
= Armour / ( Armour + 12* Monster Damage ).
Last edited by Shadowness_ on Jan 13, 2013, 6:12:24 PM
Posted by
Shadowness_
on Jan 13, 2013, 6:06:17 PM
'
hi, from my experience, i try make 1 tank bruild !
The tank bruild is useless from 40++, block rate work only with melee dmg or physical dmg,
You need get elemental block rate too for block magic dmg.
The reduction dmg work with ONLY Physical dmg, useless you have 90% reduction dmg, chaos dmg and elemental dmg will be pain for you.
You got 76% all résistance ice, fire, lighntning reduc dmg, is useless vs high elemental dmg and chaos dmg.
you have low dps, mobs with high regen hp, you can't kill it.

I am not sure i understand this, but as far as block goes, it does affect physical damage only, as you say. Although, the keystone on the very left takes 12% chance of block chance, and applies it to chance to block spells. With the Stone of Lazhwar unique amulet, your total converted chance to block is 62% of your block chance, which is very useful. Resists are 75 + 5 with the Adaptation passive node, and +4 for Purity at highest level. As for armour, it should be buffed. You can find more about that in some of the topics around here.
Posted by
Shadowness_
on Jan 13, 2013, 6:11:17 PM
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