Remnant II

Remnant II

View Stats:
How exactly is damage reduction calculated?
My current setup has

Damage reduction: +36.3%
Armor DR: 44.6%
Total DR: 80.7%

But it acts like only 50% ~ 60% damage reduction. A damage of about 70 (while without armor, trinkets or traits) would actually deal 32-ish damage under the setup mentioned above. Can anyone explain how it actually works?

Edit:

As a conclusion of current discussions, the twisted idol seems to be bugged, and isn't applying the effect of "increases armor effectiveness by 30%" correctly.
Last edited by Your Average Joe; Jul 29, 2023 @ 4:56pm
< >
Showing 16-23 of 23 comments
Des Jul 29, 2023 @ 9:05am 
Originally posted by Your Average Joe:
If I had to guess, I'd say something is wrong about how Armor DR calculated. The Armor DR value in the tool tip seems to follow the formula:

Armor DR = Armor / (Armor + 150)

But judging the actual damage reduction from testing, it's closer to something like:

Armor DR = Armor / (Armor + 450)

It might also be how non-Armor DR and Armor DR stacks. The tool tip would suggest that they're additive, but even if they were multiplicative, it still wouldn't explain the discrepancy between tool tip and actual DR values.

From what it seems, you can force one over 100 and it glitches the game. But I do think it's bugged or at least not working 100% Otherwise that would mean the enemy deal % health dmg. That means regardless of your armor/DR value they'll still deal dmg, Just less based on the DR value. It's an easy way to make a cap without making a cap.
Des Jul 29, 2023 @ 9:06am 
Originally posted by Troja:
Originally posted by Des:

DR as a whole is supposed to be capped. But it's two different stats. Heres the reddit link.

https://www.reddit.com/r/remnantgame/comments/15b8ke2/remnant_2_invincibility_with_100_damage_reduction/
it`s not going to stick long first big patch will fix exploits like that

I give it one or two updates. But yeah, It's two Values not just one. DR if a flat DR. Armor deals with the other stuff.
Your Average Joe Jul 29, 2023 @ 9:10am 
Originally posted by Des:
From what it seems, you can force one over 100 and it glitches the game. But I do think it's bugged or at least not working 100% Otherwise that would mean the enemy deal % health dmg. That means regardless of your armor/DR value they'll still deal dmg, Just less based on the DR value. It's an easy way to make a cap without making a cap.

Yeah, I think it's a safe bet to to say that damage reduction as a whole is currently bugged, regardless of Armor DR or non-Armor DR.
Des Jul 29, 2023 @ 9:15am 
Originally posted by Your Average Joe:
Originally posted by Des:
From what it seems, you can force one over 100 and it glitches the game. But I do think it's bugged or at least not working 100% Otherwise that would mean the enemy deal % health dmg. That means regardless of your armor/DR value they'll still deal dmg, Just less based on the DR value. It's an easy way to make a cap without making a cap.

Yeah, I think it's a safe bet to to say that damage reduction as a whole is currently bugged, regardless of Armor DR or non-Armor DR.
If you want a tank and spank build though, Medic+Crystal heart and just stack armor and DR. You'll never have to dodge again.
I gurgle for Nurgle Jul 29, 2023 @ 10:15am 
Originally posted by Your Average Joe:
Armor DR = Armor / (Armor + 150)
It's not. That's when it gets interesting. If I put letho on my engineer and look at tooltip, it says 226,8 armor and 60,5% DR. 226,8/(150+226,8) = 0,6019. Makes sense.
But if I put an explorer's archetype instead of engie, I'll get 168 armor and 45,7% DR in tooltip. 168/(168+150) = 0,528. However 168/(168+200) = 0,4565.
I gurgle for Nurgle Jul 29, 2023 @ 10:58am 
'k, decided to test it a little bit. A ran explorer/hunstaman, it shouldn't give any bonuses to damage mitigation. I have 130 health, health bar has exactly 20 pips, so it's relatively easy to calculate how much damage my character received. I tested it infront of hunger games room, damage received from a single swipe attack done by a sylph. Tested unarmored, with space engie set, void set and leto set:

0 armor, 0% DR = 9,1 pips of health or 59,15 damage received.
44 armor, 18% DR = 7,5 pips of health or 48,75 damage; 82% damage received, 18% mitigated.
104 armor, 34,2% DR = 6 pips of health or 39 damage; 66% damage received, 34% mitigated.
168 armor, 45,7% DR = 5 pips of health or 32,5 damage; 55% damage received, 45% mitigated.

DR's working as intended here.

With engineer naked and in leto armor (I'm too lazy to test it with other sets) results are sligtly different. Also, I received only 8,5 pips of health in damage insteand of 9,1, while wearing no armor.

0 armor, 0% DR = 8,5 pips of health, 55,25 damage received.
226,8 armor (leto set), 60,5% DR = 4 pips of health or 26 damage received; 47% damage received, 53% mitigated.

Actual DR is only 53%, not 60,5% like tooltip says.
However if DR is calculated by standart formula formula, where DR=armor/(armor+200), it will be 226,8/426,8 = 53%.
Conclusions: DR tooltip is broken for an engineer class. Also, there's something slightly fishy going on with incoming damage.
Last edited by I gurgle for Nurgle; Jul 29, 2023 @ 10:59am
Your Average Joe Jul 29, 2023 @ 4:51pm 
Originally posted by I gurgle for Nurgle:
It's not. That's when it gets interesting. If I put letho on my engineer and look at tooltip, it says 226,8 armor and 60,5% DR. 226,8/(150+226,8) = 0,6019. Makes sense.
But if I put an explorer's archetype instead of engie, I'll get 168 armor and 45,7% DR in tooltip. 168/(168+150) = 0,528. However 168/(168+200) = 0,4565.

Oh, thanks! I think I found the problem. I was using the twisted idol, which "increases armor effectiveness" by 30%, and 150 * (100 + 30)% = 195, which explains the difference between our formulae.

Judging by the results from your following post, I'm pretty sure the twisted idol is the culprit here. Its effect of "increases armor effectiveness" by 30% isn't actually applying, it might even be applying the effect negatively.

Mystery solved I guess.
Klitanus. Aug 6, 2023 @ 7:31am 
I assume that the different DR sources are multiplicative.
so instead of it being:
[Damage Value] x (1 - DR1 - DR2)
It's simply just
[Damage Value] x (1 - DR1) x (1 - DR2) and so forth

So instead of 80% damage reduction you would land at a bit over 64%.
If the twisted idol is infact bugged and not working properly despite the armor DR tooltip showing a higher value I'd say the numbers seem to be adding up.

If this is the case though, the "Total DR" in the advanced stats bracket would be just straight up wrong.
Last edited by Klitanus.; Aug 6, 2023 @ 7:36am
< >
Showing 16-23 of 23 comments
Per page: 1530 50

Date Posted: Jul 29, 2023 @ 7:57am
Posts: 23