Difference between revisions of "Resistance"

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Resistances are percentage modifiers to damage that only affect a certain [[Damage type|type of damage]]. In damage calculation when a resistance is applicable, the damage will be reduced by the percentage amount (e.g. if the player is hit by an attack that rolls 10 damage while having 20% resistance to its damage type, it'll be reduced by 20% of 10, which amounts to subtracting 2 and thus reducing the damage sustained to 8). If the damage after the resistance is applied would result in a decimal number, it'll be rounded to the nearest integer (e.g. if the player is hit by an attack that rolls 12 damage while having 20% resistance, the resulting 9.6 damage will get rounded to 10 damage sustained, while if the player had 30% resistance instead, the resulting 8.4 damage would get rounded to 8 damage sustained). If the damage after resistance is applied would result in a number that has a decimal of .5, it'll be rounded to the nearest even integer (e.g. if the player is hit by an attack that rolls 10 damage while having 5% resistance, the resulting 9.5 damage will get rounded up to 10 damage, while if the player had 15% resistance instead, the resulting 8.5 damage would get rounded down to 8 damage). It is also important to note that resistances are applied in damage calculation before [[protection]] is applied from [[armor]] and [[Tough as Nails]] (e.g. if the player is hit by an attack that rolls 16 damage while having 50% resistance to it and wearing armor with 4 protection, first the resistance will be applied to reduce the damage to 8 and then the armor's protection will be subtracted from it to result in the player sustaining 4 damage).
 
Resistances are percentage modifiers to damage that only affect a certain [[Damage type|type of damage]]. In damage calculation when a resistance is applicable, the damage will be reduced by the percentage amount (e.g. if the player is hit by an attack that rolls 10 damage while having 20% resistance to its damage type, it'll be reduced by 20% of 10, which amounts to subtracting 2 and thus reducing the damage sustained to 8). If the damage after the resistance is applied would result in a decimal number, it'll be rounded to the nearest integer (e.g. if the player is hit by an attack that rolls 12 damage while having 20% resistance, the resulting 9.6 damage will get rounded to 10 damage sustained, while if the player had 30% resistance instead, the resulting 8.4 damage would get rounded to 8 damage sustained). If the damage after resistance is applied would result in a number that has a decimal of .5, it'll be rounded to the nearest even integer (e.g. if the player is hit by an attack that rolls 10 damage while having 5% resistance, the resulting 9.5 damage will get rounded up to 10 damage, while if the player had 15% resistance instead, the resulting 8.5 damage would get rounded down to 8 damage). It is also important to note that resistances are applied in damage calculation before [[protection]] is applied from [[armor]] and [[Tough as Nails]] (e.g. if the player is hit by an attack that rolls 16 damage while having 50% resistance to it and wearing armor with 4 protection, first the resistance will be applied to reduce the damage to 8 and then the armor's protection will be subtracted from it to result in the player sustaining 4 damage).
  
Resistances on armor only mitigate damage from hits, while resistances on boots only mitigate damage from [[fluids]] (i.e. Acid and Lava). Resistances from all other sources will stack together with your armor's and boots' resistances; for example a [[Marine]] wearing [[Red armor]] while under the [[Envirosuit]] effect will result in you having 70% fire resistance, 45% acid resistance, and 20% plasma resistance (25% fire resistance from the Red armor + 25% fire and acid resistances from Envirosuit + 20% inherent energy resistances of the Marine). However, resistances cannot be increased beyond 95%, with the exception of very specific equipment that explicitly possess 100% resistance.
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Resistances on armor only mitigate damage from hits, while resistances on boots only mitigate damage from [[fluids]] (i.e. Acid and Lava). Resistances from all other sources will stack together with your armor's and boots' resistances; for example, a [[Marine]] wearing [[Red armor]] while under the [[Envirosuit]] effect will result in having 70% fire resistance, 45% acid resistance, and 20% plasma resistance (25% fire resistance from the Red armor + 25% fire and acid resistances from Envirosuit + 20% inherent energy resistances of the Marine). However, resistances cannot be increased beyond 95%, with the exception of very specific equipment that explicitly possess a 100% resistance (which grants complete immunity to the damage type the 100% resistance applies to).
  
 
Certain enemies may have inherent resistances too, which apply to both damage from being hit and damage from fluids. Enemies that can wear armor will additionally gain the resistances of that armor, which will also stack with their inherent resistances if they have any; for example if a [[Baron of hell]] nabs an [[Energy-shielded vest]], it will have 50% resistances to fire and plasma, as well as a 95% resistance to acid (50% energy resistances from the vest + the Baron's 50% acid resistance, capped at 95%)
 
Certain enemies may have inherent resistances too, which apply to both damage from being hit and damage from fluids. Enemies that can wear armor will additionally gain the resistances of that armor, which will also stack with their inherent resistances if they have any; for example if a [[Baron of hell]] nabs an [[Energy-shielded vest]], it will have 50% resistances to fire and plasma, as well as a 95% resistance to acid (50% energy resistances from the vest + the Baron's 50% acid resistance, capped at 95%)

Latest revision as of 08:19, 3 June 2025

Resistances are percentage modifiers to damage that only affect a certain type of damage. In damage calculation when a resistance is applicable, the damage will be reduced by the percentage amount (e.g. if the player is hit by an attack that rolls 10 damage while having 20% resistance to its damage type, it'll be reduced by 20% of 10, which amounts to subtracting 2 and thus reducing the damage sustained to 8). If the damage after the resistance is applied would result in a decimal number, it'll be rounded to the nearest integer (e.g. if the player is hit by an attack that rolls 12 damage while having 20% resistance, the resulting 9.6 damage will get rounded to 10 damage sustained, while if the player had 30% resistance instead, the resulting 8.4 damage would get rounded to 8 damage sustained). If the damage after resistance is applied would result in a number that has a decimal of .5, it'll be rounded to the nearest even integer (e.g. if the player is hit by an attack that rolls 10 damage while having 5% resistance, the resulting 9.5 damage will get rounded up to 10 damage, while if the player had 15% resistance instead, the resulting 8.5 damage would get rounded down to 8 damage). It is also important to note that resistances are applied in damage calculation before protection is applied from armor and Tough as Nails (e.g. if the player is hit by an attack that rolls 16 damage while having 50% resistance to it and wearing armor with 4 protection, first the resistance will be applied to reduce the damage to 8 and then the armor's protection will be subtracted from it to result in the player sustaining 4 damage).

Resistances on armor only mitigate damage from hits, while resistances on boots only mitigate damage from fluids (i.e. Acid and Lava). Resistances from all other sources will stack together with your armor's and boots' resistances; for example, a Marine wearing Red armor while under the Envirosuit effect will result in having 70% fire resistance, 45% acid resistance, and 20% plasma resistance (25% fire resistance from the Red armor + 25% fire and acid resistances from Envirosuit + 20% inherent energy resistances of the Marine). However, resistances cannot be increased beyond 95%, with the exception of very specific equipment that explicitly possess a 100% resistance (which grants complete immunity to the damage type the 100% resistance applies to).

Certain enemies may have inherent resistances too, which apply to both damage from being hit and damage from fluids. Enemies that can wear armor will additionally gain the resistances of that armor, which will also stack with their inherent resistances if they have any; for example if a Baron of hell nabs an Energy-shielded vest, it will have 50% resistances to fire and plasma, as well as a 95% resistance to acid (50% energy resistances from the vest + the Baron's 50% acid resistance, capped at 95%)

Resistances below 0% indicate a weakness, which will increase the damage instead of reducing it.

The chart below lists the resistances of all armors and boots, as well as all beings, other items, effects, and traits that have resistances or grant resistances.

Resistances
Being/Item/Effect/Trait Bullet Shrapnel Melee Acid Fire Plasma
Marine (inherent) - - - 20% 20% 20%
Imp (inherent) - - - - 25% -
Lost soul (inherent) 50% - - - 75% -
Hell knight (inherent) - - - 50% - -
Baron of hell (inherent) - - - 50% - -
Arachnotron (inherent) - - -100% - - -
Revenant (inherent) 50% - - - 25% -
Nightmare imp (inherent) - - - - 50% -
Elite former human (from inherent Green armor) 15% 15% - - - -
Elite former sergeant (from inherent Green armor) 15% 15% - - - -
Elite former captain (from inherent Blue armor) - - - - - 20%
Elite former commando (from inherent Blue armor) - - - - - 20%
Bruiser brother (inherent) - - - 50% - -
Lava elemental (inherent) - - - - 100% -
Green armor 15% 15% - - - -
Blue armor - - - - - 20%
Red armor - - - - 25% -
Ballistic shield 95% 95% 95% - - -
Ballistic vest 50% 50% 50% - - -
Bullet-proof vest 95% - - - - -
Duelist armor - - 75% - - -
Energy-shielded vest - - - 50% 50% 50%
Energy shield - - - 80% 80% 80%
Gothic armor 50% 50% 50% - - -
Medical armor - - - 15% 15% 15%
Phaseshift armor 30% 30% 30% - - -
Plasma shield - - - - - 95%
Onyx armor - - - - - -
Berserker Armor 50% 50% 50% - - -
Cybernetic Armor 20% 20% 20% 20% 20% 20%
Lava Armor - - - - 75% 50%
Malek's Armor - - - 30% 30% 30%
Medical Powerarmor - - - - - -
Necroarmor - - - - - -
Shielded Armor 90% 90% 90% - - -
Angelic Armor 50% 50% 50% - - -
Steel boots - - - - - -
Protective boots - - - 25% - -
Plasteel boots - - - 50% 25% -
Acid-proof boots - - - 100% - -
Gothic boots - - - - - -
Phaseshift boots - - - - - -
Enviroboots - - - 100% 100% -
Nyarlaptotep's Boots - - - 30% 30% -
Ballistic armor +40% +40% +40% 0% -20% 0%
Cerberus armor Base Base Base 70% 70% 50%
Cybernano armor Base Base Base Base Base Base
Fireproof armor Base Base -30% Base +30% Base
Fireshield 0% 0% 0% 0% 95% 0%
Nanofiber armor Half Half Half Half Half Half
Nanofiber skin armor +25% +25% +25% +25% +25% +25%
Tower shield 0% 0% 0% 0% 0% 0%
Power armor x5 x5 25% x2 x2 x3
Tactical armor 0% 0% 0% 0% 0% 0%
Antigrav boots Base Base Base Base Base Base
Cerberus boots Base Base Base 100% 100% Base
Enviromental boots Base Base Base +95% +95% Base
Fireproof boots Base Base Base Base +30% Base
Grappling boots Base Base Base Base Base Base
Lava boots Base Base Base Base 100% Base
Tactical boots 0% 0% 0% 0% 0% 0%
Gothic Arms set (Gothic armor + Gothic boots) +40% +40% +40% +40% +40% +40%
Inquisitor set (Malek's Armor + Nyarlaptotep's Boots) - - - 30% 100% 30%
Technical mod pack (when applied to armors and boots) +20% +20% +20% +10% +10% +10%
Berserk +60% +60% +60% +60% +60% +60%
Envirosuit - - - +25% +25% -
Acid Spitter (when equipped) - - - +75% - -
Ironman (per level) +10% +10% +10% - - -
Malicious Blades +50% +50% +75% - +50% -
Chain firing with Entrenchment +30% +30% +30% +30% +30% +30%

For assemblies:

Base means it keeps the original resistance.

Half means the original resistance is halved.

+/-/x modifiers apply to the original resistance.

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