whats the maximum possible % phys dmg reduction that a monster can get?

whats the maximum possible % phys dmg reduction that a monster can get?

is it 40%?
do bosses like shaper, sirus, maven have 40%?
can rares get more than 40%?
Last bumped on Apr 17, 2022, 6:35:10 PM
I don't think there are exact values. Effective phys damage reduction based on the defender's armor value vs the pre-mitigation physical damage of the hit (+ other sourses of pure phys damage reduction like Endurance charges etc.)
Last edited by seaman#4993 on Apr 16, 2022, 2:08:05 PM
if the map has 40% phys dmg reduction as a mod and mobs get an endu charge on hit, so max 3 endu charges that would be 52% flat phys dmg reduction.
then u make an archnem monsters which has steel-infused and juggernaut.
then u add the base armor of the mob which will probably also have some % phys dmg reduction.
that should actually be alot of phys dmg reduction, but how much approximately?

/edit: how much phys dr does steel-infused actually give?
Last edited by Freya98#1314 on Apr 16, 2022, 2:28:55 PM
Monsters gain 15% physical damage reduction per endurance charge, so with the increased effect of map modifiers from the atlas passive tree you can definitely reach the cap of 90% before taking armour into account.

I do not know whether 3 charges is actually the limit for monsters or whether there are monsters with higher limits or methods to gain charges that bypass this limit, because I am almost certain that I have seen enemies with more than 3 charges of each type before.

As far as I am aware, monsters generally do not have a base physical damage reduction and only have varying armour.
I just use the sirus option in PoB. Figure most stuff has less and very very few things would have more phys reduction.
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You can add 100% delirium (96% less damage taken) on top of endurance charges, physical damage reduction with increased map modifiers effect, in a Guardian map.
Last edited by 6_din_49#4066 on Apr 17, 2022, 1:21:02 PM
I think monsters cap at 90% like us, its rare they will get there though.

Remember Endurance charges are jacked on monsters like the other charges, I think they give 15% PDR on monsters its some nutty value that makes me always regret rolling it when i play a phys character.

Sirus doesn't have PDR he has 30k armour which is almost completely irrelevant to any phys build not called lancing steel :p
so taking nodes which overwhelm % phys dr actually makes sense then if ur an impale phys dmg char.
this way u wont even feel the phys dr of the monsters, right?
"
Freya98 wrote:
so taking nodes which overwhelm % phys dr actually makes sense then if ur an impale phys dmg char.
this way u wont even feel the phys dr of the monsters, right?

Generally, the majority of monsters will not have a particularly high physical damage reduction, so how much you need depends on how high your damage is. Unless you specifically want to be able to run physical damage reduction maps, 20-30% overwhelm should be enough for most builds, or even less than 20% if you have high damage per hit.

For the exact numbers you should check Path of Building and poedb.

While endurance charges do make a significant difference to physical damage reduction as pointed out earlier, they are fairly rare. So unless you are looking to do something like Metamorph or Archnemesis with a modifier that adds endurance charges without having high single target damage in the first place, I do not think that they need to be taken into account.

In regular gameplay, there will be a rare that is a bit more tanky than the rest on occasion, but other than that it should not be noticable if you have enough damage overall.

Unlike penetration, overwhelm does not lower the effective physical damage reduction to negatives, so any additional investment into overwhelm against an enemy that already has its physical damage reduction effectively lowered to 0 is "wasted".
ok i see ty

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