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Damage Reducing Augments reduce incoming damage by a set amount.

Overview[]

See also Damage Calculation

Damage reducing augments generally reduce incoming damage to the Arisen or a Pawn. Two types exist, those that reduced damage by a fixed amount, and those that reduce the final damage by a percentage.

For those that reduce damage by a fixed amount the reduction is applied after the mitigating effects of Defense or Magick Defense have been applied

  • Damage multipliers (hit whilst sleeping, or in an out of battle stance (weapon sheafed) state, or the modifiers from the Defenses Boosted or Lowered Defense) are applied after the damage mitigation.
  • The magnitude of the effect can depend on the location (Gransys or Bitterblack Isle), and whether or not the game is in Hard Mode - both Bitterblack and Hard Mode result in better mitigation. However this increase only applies to the Arisen it seems pawn have damage mitigated only at the normal rate, irrespective of mode or location.

For those that reduce damage by or to a percentage this is applied to final damage, including after fixed damage reductions.

Reductions[]

  • Values in square brackets [] , are the original values in Dragon's Dogma that were altered with Dark Arisen
  • Because the Dragon's Dogma DLC required for Hard Mode (Challenge Pack: A Trial for Adventurers) contained a bug that could corrupt saves Hard Mode effects for the original game are not listed here.
Augment Physical Damage Magick Damage Notes
Normal Hard Mode Normal Hard Mode
Gransys Bitterblack Isle Gransys Bitterblack Isle
Bloodlust 20 [30] 90 45 20 [30] 90 45 Night only
Autonomy 20 [30] 90 45 20 [30] 90 45 Only when alone
Fortitude 30 135 67.5 -
Bastion 50 225 112.5 -
Apotropaism - 30 135 67.5
Awareness - 50 225 112.5
Resilience 50% - From falls only
Temerity 50% When charging physical attacks
Inflection 50% When intoning spells
Watchfulness Additional damage taken when attacked with the weapon sheathed reduced to +10% from +20%.
Sanctuary 1 health point only - at Critical Health

Notes[]

  • If the mitigation is greater than the total foe's damage then a fraction of 1 point of damage will be done. Due to how stagger and knockdown mechanics work attacks dealing such symbolic damage cannot stagger or knockdown the target.
  • Flat damage mitigation effects stacks additively with mitigations from other augments.
    • Some spells strike twice per cast (such as Ingle - the fireball and the explosion from the fireball) so the overall damage mitigation will be seen to be double.
  • Bloodlust and Autonomy also boost Magick and Strength when active.

See also[]

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