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Redux, also known as Damage Reduction, is the ability of a character to resist damage as a result of physical training, resulting in less health loss as well as reducing or negating the severity of a wound. This is not to be confused with Defensive Strength (DS), which reduces the endroll in the combat formula. Redux does not activate until the character is successfully hit, when it will reduce the damage correspondingly.


Redux Terms Used

RP: Redux Points: These are obtained from training in physical skills for your character. Each physical skill grants a specific quantity of points that are used in subsequent calculations.

F: Redux Floor: Based on your level, there is a certain quantity of Redux Points required in order to 'activate' Redux.

Spell Penalty Tier: Spell Penalties are bucketed as a function of your individual spell research training relative to your level. Each tier applies a level of penalty against your current Redux quantity.

Spell Penalty: A function of the Spell Penalty Tier, the actual amount of reduction of Redux.

KS: Kroderine Soul

Redux Points

Redux is achieved by training in physical skills, and are divided into primary, secondary, and tertiary skills. Primary skills provide 50 "points" towards redux, secondary skills provide 20 points, and tertiary provide 15 points.

RP = ((Primary * 50) + ((Secondary - TRUNC(550 / (level + 1))) * 20) + (Tertiary * 15)) / 20

Primary Skill: 50 points per rank

Secondary Skills: 20 points per rank

Tertiary Skills: 15 points per rank

Redux Floor

There are two key elements of the Redux Floor. There is an level based minimum, and an absolute minimum. This equation is a unified equation that satisfies both the level based an absolute requirement of obtaining redux at any level:

F = 5300 + 20*(Trunc(550/(Level+1)))


Please Note: This equation was derived from the following equations:

  • Base value = ((Primary * 50) + ((Secondary - TRUNC(550 / (level + 1))) * 20) + (Tertiary * 15)) / 20
  • Must be > 250 to have redux.
  • Secondary requirement where (10000 - (10000 - 2640000/(RP/50))/2 must be less than 10000
  • Thresholds for this equation were determined via testing conducted by Riltus prior to the calculation being released.

Calculating Redux

Redux = 10000 - 2640000/RP)/2)

Post-30% redux (or lower than 70% of damage taken), the numbers are compressed and utilize the following equation:


Spell Penalties

Spell penalties adjust your Redux by multiplying your effective Redux by a spell penalty value based on your spell research training and your level. There are specific spell research training thresholds when the spell penalties increase, and each increase in threshold has a unique additional penalty associated with it. The specific thresholds and penalties are outlined below.


Spell Penalty Tier

There are 40 Spell Penalties reduction tiers associated with Redux based off of your individual level and your training in Spell Research. For the purposes of this table, 0 represents no penalty (100% of redux received), and the highest rank, 39, reflects 0% of redux will be received.

While there is an equation to derive your penalty tier... it's best represented as a table based on your current Level and Spell Research ranks:

Levels 30-65 Spell Penalty Tier

Level 66-100 Spell Penalty Tier

Spell Penalty Calculation based on Tier

There are two unique spell penalty calculations used for penalties, dependent upon whether or not we're looking at below or above 1x.

  • Below 1x: Penalty = 100 - 5.5615X + .5444X^2 - 0.0303X^3 + 0.0006X^4
  • Between 1x and 2x: 60 - 5.7959X + .1979X^2 - .0031X^3
  • Above 2x: No Redux

The chart below shows these equations in action:


Order of Operations

Redux, consists of two parts. Part I functions against the weapon damage factor is reduced by the redux factor and the resulting reduced raw damage determines the maximum critical rank. Part II includes an additional raw damage reduction plus critical damage reduction.

Conventional AS resolved Attack

For the purposes of this comparison, there is an assumption of a working knowledge of the combat system.

The process begins upon resolving an attack with the endroll margin * DF to determine your raw damage. Here, the equation forks:

Critical Damage = TRUNC((Raw Damage - Critical Padding) * (1 - Redux))

From there, the critical damage goes through the standard Critical Divisor and Critical Randomization. Once a critical is determined:

Blood Raw Damage = TRUNC((Raw Damage - Damage Padding) * (1 - Redux))
Final Damage = (Blood Raw Damage + Critical Damage) - TRUNC((1-Redux)*(Blood Raw Damage + Critical Damage))