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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.

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 Factors

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. There is also a level based penalty associated with this function that decreases as you level.

Primary Skill: 50 points per rank

Secondary Skills: 20 points per rank

Tertiary Skills: 15 points per rank


Redux Points

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

Over 30% Diminished Returns

After 30% Redux, the values have diminished returns applied to them. Following the initial equation:

IF RP>880 Then RP = 880 + TRUNC((RP-885)/3)

Redux Floor

RP > 264

A RP value of 264 is required before Redux will take effect. This is simplified from a variety of equations up and downstream.


Calculating Redux from RP

Redux = 1 - ((264/RP)/2)

Post-30% redux, 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.

Redux is applied twice in the damage resolution process:

Reduxed Raw Damage MAX(1,TRUNC(Raw Damage*(1-Redux))

This new Redux'ed Raw damage is used as the baseline for determining critical

(Reduxed Raw Damage + Critical weighting - Critical Padding)/Critical Divisor

This is used to determine Critical Tier, and subject to randomization

Blood Loss = ((Reduxed Raw Damage + Critical Damage)*(1-Redux)) + Damage Weighting - Damage Padding