I’m asking for mutations. How much Fire Resistance for example can you actually get? Pristine Ruby gems in your 5 armor and 3 jewelry slots are 6% “Fire Damage Absorption” each for 48% total. Flame Conditioning at 4% “Fire absorption” on all armor and a shield is 24%? Also it lasts for 5 seconds, but doesn’t list the cooldown.
Flame Protection on an Amulet is 10% “less Fire damage” at high GS, and add another 10% for Flame Shield Ward on a Tower Shield. That looks like 92% resistance. Is that really possible? And how does that stack with things like Fortify, armor, Elemental Aversion (3.9% less damage from ranged elemental attacks), Corrupted Ward, etc.
You can stack as much resistance as you want with for example gems.
There is no limit but if you get above 50% no Proc or spell will grant any more bonus than 50%.
Short Version: Dynamic Resistance increases like Fortify can get you max 50% resistance (capped). If you get more than 50% with gems (not proc or spell resostance) you will have that real resistance, even if it is above 50%.
Is any of this covered in a another thread, discord, google spreadsheet, or other? I saw the thread on Damage Formula & Calculator, but it looks to be PvP specific since the armor mitigation is based on the GS of the attacking weapon. I’ve never seen anything about PvE mobs having a GS associated with them or their attacks. Plus light and medium armor, and even heavy armor below 520 GS, all provide the same base 40% damage mitigation. Maybe I’m missing something.
The above thread and associated calculator do have a lot of good info that I hope applies to PvE. Things like gems, Corrupted Ward perks, and Corrupted Ward potions all stack together. It doesn’t account for things like Conditioning, Flame Protection, or Flame Shield Ward. Fortify and Oakflesh Balm are probably useless. Aversion is calculated separately, so it has a pretty small value. That said, going from 83% to 86% total mitigation with Aversion*5 is big.
I’ll probably start testing some of this myself if people haven’t already, but I expect a lot of this has already been tested.
I’m assuming it then comes down to each armors physical and elemental resistances. If you mouse over your equiped armors PHY and ELE you’ll discover the sub types of each of those as well. HA has the highest PHY/ELE resistance out of the three. How that mixes with what the player adds I have no clue.
PvE mobs do have a GS associated to them.
If you are looking for how much a boss will damage you, use the Bosses sheet
Could you elaborate? I’m just curious. What is “Bosses sheet”?
To the op: thanks and grear question.
I hope you get a dev answer especially if there is a soft/hard cap in play here…
If so it would make logical sense this applies to other types of damage too…
-pantx
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