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Magical Resistance Rating

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Overview[edit]

Magical Resistance Rating tooltip

Magical Resistance Rating (abbreviated MRR) is a form of damage mitigation was that introduced with Update 23.

It provides a percentage reduction in damage from acid, sonic, fire, electric, cold, alignment, light, positive, negative, poison, and rust. MRR is granted through multiple sources (items, feats, enhancements) and stacks with itself. Multiple effects granting an Enhancement bonus to Magical Resistance do not stack. Character sheets show the Magical Resistance Rating of the player next to the elemental resistances.

MRR is applied after Elemental Resistance. MRR is applied to the damage that passes through the resistance and this is always rounded down. As such if a player would take 20 damage before resists or MRR was applied and had 10 resistance and 60 MRR (37.5% reduction), the result is:

(20 - 10) * (100 - 37.5)% = 6.25 round down to 6
14 damage will be resisted.

MRR and % reduction[edit]

Formula[edit]

100/(100+Rating)

Example: A character is hit for 100 points of damage.

  • 0 MRR takes full damage, 100 points.
  • 20 MRR takes 16.67% less damage, 83 points.
  • 100 MRR takes 50% less damage, 50 points.

Table[edit]

MRR Reduction
(A)
Damage taken
1 - (A)
0 0% 100%
10 9.09% 90.91%
20 16.67% 83.33%
30 23.08% 76.92%
40 28.57% 71.43%
50 33.33% 66.67%
60 37.50% 62.50%
70 41.18% 58.82%
80 44.44% 55.56%
90 47.37% 52.63%
100 50.00% 50.00%
MRR Reduction
(A)
Damage taken
1 - (A)
110 52.38% 47.62%
120 54.55% 45.45%
130 56.52% 43.48%
140 58.33% 41.67%
150 60.00% 40.00%
160 61.54% 38.46%
170 62.96% 37.04%
180 64.29% 35.71%
190 65.52% 34.48%
200 66.67% 33.33%
210 67.74% 32.26%
Damage reduction in graph format

MRR cap[edit]

Different armor types can apply a cap for Magical Resistance Rating (U23):

  • Robes, Outfit, or empty armor slot: 50
  • Light Armor: 100
  • Medium Armor: No cap
  • Heavy Armor: No cap

Medium Armor and Heavy Armor prevent you from using Evasion (and so do Large Shields and Tower Shields).

Increasing MRR cap[edit]

Few rare effects exist that allow your character to increase the MRR cap restriction imposed by your armor. Items:

Item sets:

Filigree sets:

Feats:

Epic Destinies:

Sources of MRR[edit]

Feats[edit]

Fighter

Past Lives

Epic / Destiny

Legendary

Items[edit]

Shield multiplier[edit]

Characters proficient with shields can also use the larger shields for defense against magical attacks that would normally require a Reflex saving throw. In addition to using your Reflex saving throw to mitigate the damage you can deflect the damage off your shield. This is represented by increasing your Physical and Magical Resist Ratings against those types of attacks when using a shield.

  • You gain this additional mitigation whether you make your Reflex saving throw or not.
  • You don't have to be actively blocking to gain this benefit.

Physical and Magical Resist Rating multiplier against magical attacks that normally allow a Reflex saving throw.

  • Buckler: 1.0 (no additional mitigation)
  • Light Shield: 1.0 (no additional mitigation)
  • Heavy Shield: 2.0 (no evasion)
  • Tower Shield: 2.0 (no evasion)
Quote:
Originally Posted by Vargouille Source on October 2, 2014

Magical Resistance Rating (MRR) should work vs. traps and most other damage sources (not just spells). If you are wielding a heavy or tower shield, your MRR values are considered doubled against damage that can be halved with a Reflex save (whether traps or spells).

Classes[edit]

Warlock

  • Entropic Ward +5 MRR. Warlock 6, Great Old One pact.
  • Paragon's Aegis +5 MRR. Warlocks receive it 5 times, at levels 12, 14, 16, 18, and 20, for a total of +25 MRR.

Enhancements[edit]

Acolyte of the Skin enhancements

  • Fiendish Form IV: +3 per Core (+12 automatically when obtained), up to +18
  • Resilience of Soul: +2/+4/+6
  • Devil's Bulwark III: +1 and +1 Cap per 2 Warlock levels, up to +10 each

Deep Gnome enhancements

  • Cores: 2+2+2

Enlightened Spirit enhancements

  • Shape Vestments: +5 in Light Armor, +10 in Medium Armor
  • Resilience of Soul: +2/+4/+6
  • Spiritual Ward: up to +13
  • Fortify Summons: up to +20 for summons / hirelings

Occult Slayer enhancements

  • Cores: +5/+5/+10 at levels 12/18/20
  • Parrying Bond: +1/2/3 while Weapon Bond 10+
  • Guarding Bond: +4/8/12 while Weapon Bond 30+/60+/90+
  • One Spirit: +4/8/12

Sacred Defender enhancements

  • Cores: +5/+5/+10 at levels 12/18/20
  • Sacred Stance: up to +25
  • Harbored By Light: up to +25

Stalwart Defender enhancements

  • Stalwart Stance: up to +25
  • Capstone: +10 passive and +50 active action boost

Tempest enhancements

  • Cores: 2+1+1+1+1+1
  • Dervish: +10
  • Improved Defense: +3

Eldritch Knight enhancements

  • Mystic Wards: +3/6/10

Pale Master enhancements

  • Shroud of the Zombie: +3
  • Shroud of the Lich: +15
  • Undead Augmentation (Deathly Resistance): +15

Renegade Mastermaker enhancements

  • Embed Component: +5/10/15

Epic Destinies[edit]

Monsters with MRR[edit]

See Physical Resistance Rating#Monsters with PRR for information about reducing MRR of your enemies and how that affects the damage of your magical attacks.

Quote:
Originally Posted by Cocomajobo Source on November 30, 2018

All of the properties listed are able to go into the negatives. Going from 0 to -10 PRR provides the same difference in damage against the target as going from 10 PRR to 0 PRR. The same is true of MRR and Melee Power/Ranged Power.

So! Even though a large portion of monsters do not innately have positive values of those stats, effects that debuff still help to defeat them.

Reducing MRR[edit]

Player characters have a few options for reducing enemy MRR, for example:

External links[edit]

  • Armor Up Developer Diary threads: 1, 2, 3.