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  1. #1
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    Default damage mitigation

    what different things lower the damage you take?
    like what does spell resistance do? *there is the low number type like1 2 or 3* and then the higher numbers like 13 and 17

    invulnerability reduces nonmagic damage by 5 but what damage isnt magic? *monster melee or only upto a certain level?*

  2. #2
    Community Member Bronko's Avatar
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    Default Damage Reduction and Spell Resistance

    Quote Originally Posted by Anklenibbler View Post
    what different things lower the damage you take?
    like what does spell resistance do? *there is the low number type like1 2 or 3* and then the higher numbers like 13 and 17

    invulnerability reduces nonmagic damage by 5 but what damage isnt magic? *monster melee or only upto a certain level?*
    Damage Reduction, or DR, provides protection from physical attacks. It comes in various forms and monsters can have it too. DR for players can come from items, shields, armor, feats, and enhancements. The amount of protection provided is indicated by the form #/X where # is the amount of protection you are getting and X is the damage type(s) that will bypass this protection. In your example above the Invulnerability effect provides DR 5/magic. If you have this type of DR on your character then you would ignore the first 5 points of physical damage from any source unless it was magical in nature. Since even a lowly +1 dagger would bypass this type of DR it is generally not worth looking for a higher levels. It does, however, block damage from most Animal and Vermin attacks.

    Spell Resistance, or SR, allows you (or a monster) to resist the effect of a non-damage spell. You can think of SR as an armor class for spells. The higher your SR the more likely it is you will ignore a spell. SR can be granted from items, buff spells, and enhancement lines.
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  3. #3
    Community Member Talon_Moonshadow's Avatar
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    Default

    AC, DR, Evasion, high Ref save, Resists, Blur, Displacement, spells that increase ref save, Stoneskin.
    Using terrain to prevent being attacked. Like fighting in doorways, fighting around corners, putting your back against a wall.
    Ranging from out of spell and melee range.

    Not being seen first. so as not to get agro.
    Not being seen at all.

    Using CC spells to prevent monsters from attackng you.

    Tripping, Stunning Blow.

    And if you are capable of it, killing things before they can hurt you (much).

    And a high Spot skill can help mitigate damage too.

    Giving the monsters something esle to attack (especially before they see you)

    Spell resistance is more for keeping you from being killed, or immobilized.(and then killed).

    I've probably forgotten something.

    Edit: moving/jumping fast enough that the monsters never get an attack roll against you.

    it is also worth noting that HP never come into play until damage mitigation is reduced or fails completely.(or more commonly not attemped at all)
    Last edited by Talon_Moonshadow; 03-19-2010 at 12:50 AM.
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  4. #4
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    Default

    im trying to figure out what items i should get that make sense

    spell resistance thats a high number *15 or higher*

    resistances like reflex/will/fort *2 or higher*

    anything else?

    and at what levels do those things make a big difference?

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