Resistances & Penetration
Understand resistance caps, negative resistance, map-tier penalties, overcap, and penetration.
Fire, cold, lightning, and chaos damage are reduced by their matching resistance.
Resistance formula
The normal cap is 75% for every resistance. Elemental maximum-resistance effects can raise the fire, cold, and lightning caps as high as 90%. Chaos remains capped at 75%.
Penetration is subtracted after the normal cap is applied. Penetration cannot be negative.
Negative resistance
Map penalties can push resistance below zero. Negative resistance amplifies damage:
| Effective resistance | Damage taken from a 100 hit |
|---|---|
| 75% | 25 |
| 50% | 50 |
| 0% | 100 |
| -25% | 125 |
| -100% | 200 |
Map-effective resistance is floored at -100%.
Map-tier resistance penalty
Tier 1 has no penalty. Every tier above 1 subtracts 4.5 percentage points from all four uncapped resistance totals:
| Tier | Penalty |
|---|---|
| 1 | 0% |
| 5 | -18% |
| 10 | -40.5% |
| 15 | -63% |
Why overcap matters
The penalty applies to the uncapped total before the cap is re-applied. Suppose the sheet shows 75% fire resistance:
- with exactly 75% uncapped resistance, tier 10 produces 34.5%;
- with 120% uncapped resistance, tier 10 still reaches the 75% cap;
- with 100% uncapped resistance, tier 15 produces 37%.
The hub sheet shows capped resistance. Deep-map survival depends on the hidden uncapped total behind that display.
Penetration example
A target has 90% fire resistance but a 75% cap. The attacker has 20% fire penetration:
Penetration does not help defend against map penalties. It is an offensive stat applied to the target during damage resolution.
