MITIGATION STATS


Mitigation stats are used to avoid or reduce damage of a specific type. Mitigation stats have counter stats (see damage stats above) that reduce their effectiveness.

Armor

Armor reduces physical damage from weapons or abilities. Armor works on a diminishing returns system, such that the more armor you gain, the less mitigation each point gives you . Armor can never reduce physical damage below an 80% reduction (for example, if you do 100 points of damage, that damage can never be reduced below 20). The counter stat to Armor is Armor Penetration.

Avoidance

Avoidance reduces the chance for enemies to critically strike you. It reduces critical strike chance on a one-to-one basis (that is, 1% of avoidance reduces critical strike chance by 1%). Avoidance is only available on tactical items, and is very rare. While it has no cap, since critical strike chance caps at 80%, there is no tactical reason to raise avoidance higher than that. Note that avoidance does not affect critical hit damage in any way.

Dodge

Dodge is a percentage-based stat; the percentage is the chance you have of avoiding a weapon attack entirely. If the dodge check succeeds, the attack is considered a miss and no damage is taken. Dodge is all or nothing – if it works, you take no damage; if it fails you take full damage (though at that point Armor or Magic Resistance will come into play). Dodge caps at 30%. The counter stat to Dodge is Dodge Penetration. Abilities can never be dodged, only weapon attacks.

Magic Resistance

Magic Resistance reduces magical damage from weapons or abilities. Magic Resistance works on a diminishing returns system, such that the more Magic Resistance you gain, the less mitigation each point gives you . Magic Resistance can never reduce physical damage below 80%. The counter stat to Magic Resistance is Magic Resistance Penetration.

Drain Stats

Drain stats add an additional effect to the damage dealt by the attacker’s weapon damage. Drain stats only apply to weapon attack damage and do not affect ability damage in any way. Note that drain stats work with either physical or magical weapon damage.

Lifesteal

Lifesteal heals the attacker for a percentage of damage dealt. For example, if you have 10% lifesteal and deal 100 points of damage to the target, you are healed by 10 points. Lifesteal caps at 50%.

Mana Burn

Mana Burn reduces the target’s mana by a percentage of the damage dealt. For example if you have 10% Mana Burn and deal 100 points of damage, the target loses 10 mana in addition to that damage. Mana Burn caps at 30%.

Spirit Vamp

Spirit Vamp replenishes the mana of the attacker for a percentage of the damage dealt. For example, if you have 10% Spirit Vamp and deal 100 points of damage to the target, you regain 10 points of mana. Spirit Vamp caps at 50%.