What this calculator does
Three sources of 30 per cent damage reduction do not give 90 per cent. They give 65.7, because the second applies to what the first left behind and the third to what the second left. Reductions that stack multiplicatively can never reach 100 per cent, however many you collect.
There is a second and more useful consequence that almost nobody notices. In effective health terms, every additional source is worth exactly the same as the first. A 10 per cent reduction always multiplies your survivability by 1 ÷ 0.9, which is 11.1 per cent more, whether it is your only source or your tenth.
The formula
Each source leaves 1 − r of the damage behind, so several together leave the product of all those terms. Total reduction is 1 − (1 − r₁)(1 − r₂)…. Effective health is the reciprocal of what gets through, so multiplying the survival fraction by a constant multiplies effective health by the same constant every time. That is why the percentage looks like it is suffering diminishing returns while your actual survivability is not.
| Term | Meaning |
|---|---|
| Multiplicative stacking | Each source applies to the damage remaining after the previous one. The usual design. |
| Additive stacking | Sources added together before being applied. Rarer, and it allows immunity. |
| Damage taken | The product of all the leftover fractions. The number that actually hits you. |
| Effective HP multiplier | One divided by damage taken. How much raw damage you can now absorb. |
The inputs explained
| Field | What to enter |
|---|---|
| Reductions, separated by commas | Your reduction sources as percentages, separated by commas. Order does not matter, because multiplication does not care. |
| One more source worth (%) | A further source you are considering, used to show what it would add. |
When to use it
Checking whether another resistance is worth a slot
The effective HP figure is the one to compare, not the percentage. Adding 10 per cent always buys 11.1 per cent more survivability, so the question is only whether the slot could hold something better.
Spotting an additive system
If your game lets reductions reach exactly 100 per cent, or if two 50 per cent sources make you immune, it stacks additively and this calculator does not describe it. Multiplicative systems approach 100 without ever arriving.
Reading a tooltip honestly
A tooltip offering 20 per cent reduction is not offering 20 per cent of your current damage taken unless it is your only source. With 60 per cent already, it removes 20 per cent of the remaining 40, which is 8 points of total reduction and still 25 per cent more effective health.
Worked examples
Every figure in the tables below is produced by this page’s own calculator at build time, so the numbers and the tool always agree. Select any row to load that scenario.
What do several 30 per cent reductions actually give?
Each row adds one more 30 per cent source.
| Sources | Total damage reduction | Effective HP multiplier | If the sources were simply added |
|---|---|---|---|
| none | 0.000% | 1.000× | 0.000% |
| 1 × 30% | 30.0% | 1.429× | 30.0% |
| 2 × 30% | 51.0% | 2.041× | 60.0% |
| 3 × 30% | 65.7% | 2.915× | 90.0% |
| 4 × 30% | 76.0% | 4.165× | 120.0% |
| 5 × 30% | 83.2% | 5.950× | 150.0% |
How close to immunity can you get?
Different mixes, from one large source to several.
| Sources | Total damage reduction | Damage you still take | Effective HP multiplier |
|---|---|---|---|
| 50 | 50.0% | 50.0% | 2.000× |
| 50, 50 | 75.0% | 25.0% | 4.000× |
| 50, 50, 50 | 87.5% | 12.5% | 8.000× |
| 80, 50 | 90.0% | 10.00% | 10.000× |
| 90, 90 | 99.0% | 1.000% | 100.000× |
| 99, 99 | 100.0% | 0.010% | 10,000.000× |
Questions
Why can multiplicative reduction never reach 100 per cent?
Because each term multiplies the survival fraction by something above zero, and a product of positive numbers is positive. Only a source of exactly 100 per cent can make it zero.
Does the order of my sources matter?
No. Multiplication is commutative, so any order gives the same answer. Games sometimes apply them in a fixed order for display purposes, but the result is identical.
Why does the effective HP gain never shrink?
Because effective health is the reciprocal of the damage you take, and each source multiplies that by a constant. Multiplying by 0.9 repeatedly always adds the same 11.1 per cent to survivability, however many times you have done it.
How is this different from an armour rating?
An armour rating has to be converted to a percentage first, usually through a curve like armour divided by armour plus a constant. The effective HP calculator does that conversion; this page takes percentages that are already worked out.
What about damage amplification?
Enter it as a negative is not supported here, but the principle reverses cleanly: amplifications multiply the damage taken rather than the fraction left, and they cancel reductions exactly when the multipliers are reciprocals.
For turning an armour rating into a reduction in the first place, see effective HP from armour, and the piece on diminishing returns explains why the tooltip and the survivability disagree. The attacking side is on the DPS calculator.