How damage mitigation works

It’s pretty simple when there’s just one source of damage mitigation. Let’s say you have 30% armour, and you would take a hit for 100, you’d only take: 100x (1-0.3)= 70 damage. But how does damage mitigation work when you have multiple sources of it? There’s no explanation in the guide on this, nor could I find any forum posts about it. So how does the math work when you have multiple sources of mitigation, like armour, resistance, endurance, glancing blow, and other mitigation from passives or gear? Thanks!

Waiting for Llama, but I am pretty sure the answer is they are simply multiplicative. Otherwise, you would be invincible if additive.

Order of operations of mitigation? Not a clue.

Okay, thanks for answering! Hopefully someone else can confirm and give more details. An example of the math would also be great.

This should be all you need:

Tunklab

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All individual sources of DR are multiplicative with each other.

As @fknflo already pointed out, additive DR would make you invulerable at some point.

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Figured as much, thanks. Do you know if there is an order? If hit with fire damage, is res before armor which is before block etc etc? I know PoE has a specific mitigation flowchart, I dont think I have seen one for LE.

Thats cool, never knew such a thing existed. Thanks for sharing.

There probably is an order, but I also think that the order doesn’t matter, at least currently.

There is no mechanic I can think of, where the order of DR would matter.

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The only thing i can think of, is the order of effects like dodge and block.
Everything else is just checked if it applies to the damage type and then multiplied to one big DR modifier. (with special relevance for the endurance DR)

For dodge and block the order can matter if you got “on Block” or “on Dodge” effects as one might prevent the other to trigger. But I’m pretty confident the game rolls for both even tough one might prevent all damage.

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It has to roll both, I think it would be a blatant oversight if not.

@Heavy

Even though its not my topic, again, thank you. For as long as I have been here, I should know a bit more. Think I will go on the discord soon and see what you mad lads are up to.

Thanks everyone for your answers! I would still really love it if someone could give me a math example. I haven’t been able to figure out how the math works. You can do something simple like this:

You have 3 sources of damage mitigation; 10, 25, and 30 %. You're getting hit for 200 damage before mitigations. Solve for how much you would actually take

Assuming all those sources of DR affect hit damage it is
(1-0.1)x(1-0.25)x(1-0.3)=0.4725
resulting in
94.5 (52.75% DR) damage taken.
That is what ppl mean when they say it’s multiplicative and you can easily check those calculation with the tool i linked earlier.

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Thanks, Gany!

Nice post, I always want to explain but I hate typing out the formulas.

A key take away is that there are diminishing returns the more individual instances you add into each multiplicative group.

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being an intruder here trying to learn with you guys.

wouldnt it be 94,5 flat damage reduced, and 105,5 damage taken ?

Ok, we have to break it down to the basics how to calculate with percentages.

We start with 200 flat damage.
Those are reduced by 10%, but to calculate that you multiply with the inverse cuz you don’t want the reduction value (20dam) but the remaining damage (180dam).
200 x (1-0.1) = 180
Now again with the next reduction.
180 x (1-0.25) = 135
And a third time for the last modifier.
135 x (1-0.3) = 94,5

So we have 47.25% of the damage remaining meaning we got a total DR of 52.75%.

Keep in mind which value is the remaining one after a single % calc to know if you have to take the inverse. If I reduce damage by 30% further reductions don’t act on those 30% but on the remaining 70%.

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They are all multiplicative as they are in all games like this.

They’re multiplicative ergo order is irrelevant (commutative properties).

Dodge is the only one where it matters. Everything else is irrelevant.

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