Resistance_penetration
Old: Yueren 2021-08-26 20:48:47
New: horsepowerhsu#5244 2021-08-26 12:15:32
| Old | New | Differences | |
|---|---|---|---|
| 1 | - | # | |
| 2 | - | ** | |
| 1 | + | # Resistance penetration | |
| 2 | + | **Resistance penetration** is a property of [[hit]]s that reduces the target's effective [[resistance]] to specific [[damage]] types. | |
| 3 | 3 | ||
| 4 | 4 | ## Mechanics | |
| 5 | - | ||
| 5 | + | When a target is struck by a hit with resistance penetration, that target's effective resistance is reduced for determining the amount of [[damage]] dealt by the hit. Resistance penetration does not modify the target's resistance or maximum resistance [[stat]]s. | |
| 6 | 6 | ||
| 7 | - | Chance to block | |
| 8 | - | The chance to block is a random roll made per attack/cast; it is not entropy-based like evasion[citation needed]. Block has the following base stats | |
| 7 | + | The target's effective resistance to damage type  is | |
| 9 | 8 | ||
| 10 | - | +15% Chance to Block Attack Damage while Dual Wielding | |
| 11 | - | +75% to maximum Chance to Block Attack Damage | |
| 12 | - | +75% to maximum Chance to Block Spell Damage | |
| 13 | - | The base chance to block attacks is determined by which type of shield or staff is used. The maximum block chance cap applies to both attacks and spells. However, certain skill gems, unique items and Ascendancy class skills can raise or lower the maximum block chance. | |
| 9 | + |  | |
| 14 | 10 | ||
| 15 | - | ||
| 11 | + | where  is the target's resistance to damage type  ,  is the target's maximum resistance to damage type  and  is the resistance penetration of the hit for damage type  . | |
| 16 | 12 | ||
| 17 | - | Tempest Shield | |
| 18 | - | . Attack block and spell block chance are often granted separately with attack block being more common. | |
| 13 | + | Just like resistance stats, effective resistance can be a negative number. There is no minimum limit on effective resistance imposed by the game mechanics. | |
| 19 | 14 | ||
| 20 | - | Chance to block against projectiles | |
| 21 | - | Any modifier that has X% additional Block Chance against Projectiles will apply to projectile attacks and can be made to also apply to projectile spells with the appropriate X% of Block Chance applied to Spells statistics. | |
| 15 | + | Due to the fact that resistance penetration is a property of hits, it cannot apply to damage over time. | |
| 22 | 16 | ||
| 23 | - | ||
| 24 | - | ||
| 17 | + | <div> | |
| 18 | + | <img align="center" valign="center" src="https://i.imgur.com/vsTHSiI.png" style="float: right; margin: 10px; width: 40%"> | |
| 25 | 19 | ||
| 26 | - | Certain stats, such as "Gain 1 Endurance Charge every second if you've been hit recently", were originally classified under enemy's hit effects and thus were prevented by blocked hits.[2] This interaction was fixed in patch 3.11.1c. | |
| 20 | + | ### Efficacy of resistance penetration versus resistances | |
| 21 | + | <p> | |
| 22 | + | It can be shown that resistance penetration is more effective in terms of damage dealt against targets with higher resistances. | |
| 27 | 23 | ||
| 28 | - | ||
| 24 | + | The percentage increase to damage type  as a result of resistance penetration is | |
| 29 | 25 | ||
| 30 | - | Glacial Hammer | |
| 31 | - | and | |
| 26 | + |  | |
| 27 | + | </p> | |
| 28 | + | </div> | |
| 32 | 29 | ||
| 33 | - | ||
| 34 | - | ||
| 30 | + | ## Sources of resistance penetration | |
| 31 | + | Currently, resistance penetration exists only for [[elemental damage]] types. | |
| 35 | 32 | ||
| 36 | - | Puncture | |
| 37 | - | are essentially blocked. | |
| 33 | + | 'Damage Penetrates x% Fire Resistance' on weapon affects player's skills and spells, not minions (Source: PoB). | |
| 38 | 34 | ||
| 39 | - | Reflected damage | |
| 40 | - | Reflected damage can be blocked;[4] however blocking reflected damage will not trigger on-block effects. | |
| 41 | 35 | ||
| 42 | - | Block duration | |
| 43 | - | When an attack is blocked, the game has already calculated how much damage and if the attack would have caused a stun. If it would have caused a stun, the blocking animation is played, stunning you briefly.[5] If it would not have caused a stun, then you get a "free" block with no animation. | |
| 44 | - | ||
| 45 | - | Faster Block and Stun Recovery and Increased Block Recovery modifiers reduce the length of the blocking animation. | |
| 46 | - | ||
| 47 | - | The following formula is the complete calculation for the duration of the blocking animation (in milliseconds). If you cannot be stunned, the block animation will never play. | |
| 48 | - | ||
| 49 | - |  | |
| 50 | - | ||
| 51 | - | Status ailments have no affect on your block chance, but being frozen will prevent the block animation from playing if it otherwise would and chilled will make it take longer to play (since those two work by decreasing the speed at which your character plays animations). | |
| 52 | - | ||
| 53 | - | Miscellaneous | |
| 54 | - | The Gladiator Ascendancy skill Versatile Combatant changes your spell block to be equal to your attack block chance instead. | |
| 55 | - | ||
| 56 | - | Soul of the Brine King Major Pantheon power provides the unique modifier You cannot be Stunned if you've been Stunned or Blocked a Stunning Hit in the past 2 seconds. | |
| 57 | - | ||
| 58 | - | The Soul of the Brine King can be upgraded to grant an additional #% increased Stun and Block Recovery. | |
| 59 | 36 |