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Lowers the amount of damage received from all sources by a percentage.


The information below has not accounted for scaling of damage reduction by threat levels (if there is any):

The fraction of damage reduced (R) is related to defense (D) by the following formula:

R = 0.7*D / (D+5)

Using this information, one can calculate the marginal effectiveness of defense vs. health, with select results tabulated below. The Health Break Point column is the amount of health a character should have in order for one point of defense to be as effective as one of stamina in prolonging survival time.

Example: For the purpose of prolonging survival time, if a character has 50 defense but less than 3,190 health, then he should focus on increasing stamina until he has 3,190 health before considering more defense.

Defense Reduction Health Break Point
1046.7%356
1552.5%560
2056.0%807
2558.3%1,097
3060.0%1,430
3561.3%1,806
4062.2%2,224
4563.0%2,686
5063.6%3,190
5564.2%3,737
6064.6%4,327
6565.0%4,960
7065.3%5,636
7565.3%6,354
8065.9%7,116
8566.1%7,920
9066.3%8,767
9566.5%9,657
10066.7%10,590

Additional factors such as health leech, healing, and healer aggro will favor higher defense than what the table above would suggest, but the difference will not be large given how much more effective stamina is in comparison to defense.

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