Defenses in Divinity Original Sin 2 have been simplified for easy reference by players. They are now broken down into simply your Physical defense, Magical defense and Elemental defenses. The armor worn affects your Physical defense and even Magical defense (depending on the attributes of the armor piece).  These values can be observed from your "Character Sheet".

 

Divinity Original Sin 2 Defenses

Physical Armor

The Physical Armor rating affects your physical damage absorption. One Physical Armor point absorbs one point of physical damage. As long as Physical Armor is above zero, physical statuses like Knocked Down, Crippled, and Bleeding will not take effect and it automatically regenerates out of combat. Your Physical Armor can depreciate over time during battle, so when it hits 0, you will be taking the full blunt of a blow. This value can be seen at the bottom of your screen, just above the health bar. It is indicated by a grey bar, next to a blue one that shows your Magic Armor.

 

Magic Armor

The Magic Armor rating affects your vulnerability to Status Effects. Protects from elemental damage such as that from fire, water, air, earth or poison. One Magic Armor point absorbs one point of elemental damage. Elemental resistances apply before armor protection is applied. As long as Magic Armor is above zero, magical statuses like Stun or Burning will not take effect and it automatically regenerates out of combat. Your Magical Armor can depreciate over time during battle, so when it hits 0, you will be no longer immune to those effects. This value can be seen at the bottom of your screen, just above the health bar. It is indicated by blue bar, next to a grey one that shows your Physical Armor.

 

Elemental Resistances

The elemental resistances reduce the amount of damage taken from their respective element by the percentage that is shown on the Character Sheet. For example, 25 Water Resistance would mean the damage taken from water-based attacks will be reduced by 25%.

 

These resistances can vary on a scale from negative to over 100. A negative resistance will actually increase the damage taken from that particular type of attacks. A resistance value over 100 will turn that damage into healing instead. See the example below for reference.

  • Water Resistance -25 means that any water-based enemy attacks will deal 125% of the original damage value of the attack.
  • Water Resistance 50 means that any water-based enemy attacks will deal 50% of the original damage value of the attack.
  • Water Resistance 180  means that any water-based enemy attacks will actually HEAL your HP by 80% of the original damage value of that attack.

 

There are 5 types of resistances as seen below.

  • Fire Resistance - Affects damage taken from Pyrokinetic-based attacks.
  • Water Resistance - Affects damage taken from Hydrosophist-based attacks.
  • Earth Resistance - Affects damage taken from Geomancer-based attacks.
  • Air Resistance -  Affects damage taken from Aerotheurge-based attacks.
  • Poison Resistance - Affects damage taken from Poison-based attacks.

 




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    • Elemental resistance cap by gear is 100%, while a true elemental resistance cap DOESN'T EXIST. It doesn't stop at 200% like people believe. You can have 30% fire resistance, drink a 75% fire resistance potion to put you to 105% and use flaming skin to put yourself to 205% resistance, add Wet on top to get to 215%, without the Demon talent. Being Undead though seems to be hardcoded at 200%, so there's no affecting that. Tested on v3.6.36.3440. Proof:

      • Anonymous

        The Resistance Cap should be 200%, and Potions do go over 100% res.
        So, if you had 50% all res and drink a +75% all res potion, you get healed by all elemental damage by 25%, which is kind of overpowered.
        In other words: Trumpets of Death is extremly valuable :D

        • Anonymous

          Does not this force you to go all in with one type of damage, either elemental or phyisical, so you do not have to eat through both armors?

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