



Damage Reduction Calculator



Tips on Use



General

* If you'd like to make edits, please copy the spreadsheet first.

* Your inputs are in the first tab, the damage reductions are in the second.



Defender Section

* Most of the inputs in the Defender section come straight from your character tab in game, so it should be easy to fill out. You should include to final number applicable to your character after effects from buffs, passives, environmental effects, etc., EXCEPT for added ELE resist from endurance charges (see below).

* Endurance charge buffs are automatically added to your provided stats. Each charge results in a flat 5% phys damage reduction, and adds 5% elemental resistance (shown in the "Calculated" section of the first tab)

* Setting Immortal Call to 1 will nullify physical damage from all sources.

* Vulnerability's More Physical Dmg % and Shock Stacks can be added as debuffs - If you would take 100 damage, and have 30% vuln debuff + 2 shock stacks, I use the calculation 100*(1 + .3 + (2 * .4)) = 210



Attacker Section

* Attacker's stats are hard to know for sure, but I have just been plugging in reasonable numbers to see how damage is reduced.

* Enfeeble's accuracy debuff can be added to reduce Chance to Hit (vs EV). Other effects of Enfeeble are not supported (yet).

* Setting Blind to 1 will multiply the final Chance to Hit (vs EV) by 0.25.



Keystones

* Setting Acrobatics to 1 will ignore your armor, but won't automatically apply the 20% chance to dodge, you'll need to input that into the Defender section yourself (couldn't decide on a good way handle Acrobatics and the following 4 passives).

* Setting Phase acrobatics to 1 does nothing, you'll need to add the spell dodge chance manually to the Defender section (same issue as above).

* Setting Arrow Dodging to 1 will double your chance to evade projectiles.

* Setting Unwavering Stance to 1 will make Chance to Hit (vs EV) = 1, and will remove all chance to stun.

* Setting Iron Reflexes to 1 will ignore your evasion but will not try to calculate your armor, you'll need to add that manually.

* Setting Chaos Innoculation to 1 will nullify chaos damage.





I've tried to make sure I am applying damage modifiers in the correct order and with the correct potency, but please let me know if you see any mistakes. I'm sure there are some things I've overlooked, but this is a first run so I'd welcome any input as well as suggestions for things to add. There are definitely some things missing like extra projectile defense (i.e. from Titucus Span), or constant damage reduction (i.e. from Artic Armor). Hey Guys. Among the many PoE-themed calculators out there, I haven't come across a nice damage reduction calc. So I've decided to make one. I've tried to focus only on the statistics that matter to damage reduction, and left out the rest.General* If you'd like to make edits, please copy the spreadsheet first.* Your inputs are in the first tab, the damage reductions are in the second.Defender Section* Most of the inputs in the Defender section come straight from your character tab in game, so it should be easy to fill out. You should include to final number applicable to your character after effects from buffs, passives, environmental effects, etc., EXCEPT for added ELE resist from endurance charges (see below).* Endurance charge buffs are automatically added to your provided stats. Each charge results in a flat 5% phys damage reduction, and adds 5% elemental resistance (shown in the "Calculated" section of the first tab)* Setting Immortal Call to 1 will nullify physical damage from all sources.* Vulnerability's More Physical Dmg % and Shock Stacks can be added as debuffs - If you would take 100 damage, and have 30% vuln debuff + 2 shock stacks, I use the calculation 100*(1 + .3 + (2 * .4)) = 210Attacker Section* Attacker's stats are hard to know for sure, but I have just been plugging in reasonable numbers to see how damage is reduced.* Enfeeble's accuracy debuff can be added to reduce Chance to Hit (vs EV). Other effects of Enfeeble are not supported (yet).* Setting Blind to 1 will multiply the final Chance to Hit (vs EV) by 0.25.Keystones* Setting Acrobatics to 1 will ignore your armor, but won't automatically apply the 20% chance to dodge, you'll need to input that into the Defender section yourself (couldn't decide on a good way handle Acrobatics and the following 4 passives).* Setting Phase acrobatics to 1 does nothing, you'll need to add the spell dodge chance manually to the Defender section (same issue as above).* Setting Arrow Dodging to 1 will double your chance to evade projectiles.* Setting Unwavering Stance to 1 will make Chance to Hit (vs EV) = 1, and will remove all chance to stun.* Setting Iron Reflexes to 1 will ignore your evasion but will not try to calculate your armor, you'll need to add that manually.* Setting Chaos Innoculation to 1 will nullify chaos damage.I've tried to make sure I am applying damage modifiers in the correct order and with the correct potency, but please let me know if you see any mistakes. I'm sure there are some things I've overlooked, but this is a first run so I'd welcome any input as well as suggestions for things to add. There are definitely some things missing like extra projectile defense (i.e. from Titucus Span), or constant damage reduction (i.e. from Artic Armor).