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* In ''VideoGame/SinsOfASolarEmpire'', capital ships and bigger things get damage reduction from two sources: armour and shields (while they're up). Between the damage reduction and [[HealingFactor self-repair]], putting down a capital ship and higher is a pretty tough task.

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* In ''VideoGame/SinsOfASolarEmpire'', capital ships and bigger things get damage reduction from two sources: armour armor and shields (while they're up). Between the damage reduction and [[HealingFactor self-repair]], putting down a capital ship and higher is a pretty tough task.
* ''VideoGame/FireEmblemAwakening'' and ''VideoGame/FireEmblemFates'' have a couple of skills that work like this. Pavise can potentially halve the damage from an incoming physical attack, while Aegis can halve magical damage.
* ''Franchise/{{Pokemon}}'' has the Barrier, Reflect, and Light Screen moves. The former two reduce physical damage, while the latter reduces special damage.
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* In ''Spycraft'', damage reduction is the armor mechanic, with "armor" and "armor penetration" forming a parallel defensive system to the usual d20 armor class stuff.

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* In ''Spycraft'', ''TabletopGame/{{Spycraft}}'', damage reduction is the armor mechanic, with "armor" and "armor penetration" forming a parallel defensive system to the usual d20 armor class stuff.
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* In ''VideoGame/SinsOfASolarEmpire'', capital ships and bigger things get damage reduction from two sources: armour and shields (while they're up). Between the damage reduction and [[HealingFactor self-repair]], putting down a capital ship and higher is a pretty tough task.
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The statement is wrong. Se the discussion page.


The TropeMaker here is a little hard to place, as many/most TabletopGames miniatures games use some sort of Armor Rating to reduce damage, but the TropeCodifier is without a doubt ''TabletopGame/DungeonsAndDragons'' (third Ed and above), which uses it to a large extent, and is responsible for the tradition of "magic fire beats DR." In fact, you could argue that the TropeMaker is ''RealLife'', because this trope is basically what humans invented armour to do.

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The TropeMaker here is a little hard to place, as many/most TabletopGames miniatures games use some sort of Armor Rating to reduce damage, but the TropeCodifier is without a doubt ''TabletopGame/DungeonsAndDragons'' (third Ed and above), which uses it to a large extent, and is responsible for the tradition of "magic fire beats DR." In fact, you could argue that the TropeMaker is ''RealLife'', because this trope is basically what humans invented armour to do.
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* The chief purpose of armor in ''TabletopGame/PlanetMercenary'' is to reduce incoming damage by the listed Damage Reduction value.

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* Armor in ''VideoGame/{{Overwatch}}'' works by removing a percentage of damage from incoming attacks, with the removed damage being subtracted from the armor.

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* Armor in ''VideoGame/{{Overwatch}}'' works by removing subtracting 5 from any instance of incoming damage, or halving it, depending on which would result in damage reduction having the lesser effect.
** There are also several buffs that reduce
a percentage of damage from incoming attacks, with the removed damage. The most interesting examples are Orisa's Fortify, which halves incoming damage being subtracted from for a few seconds (among other things), and Ana's Nano Boost, which applies a buff to an ally which halves incoming damage for a few seconds (among other things). Consider not only that these stack, but that Orisa has the armor.aforementioned armor, and you can see how a nigh-unkillable Orisa can exist.
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* ''VideoGame/{{Iji}}'' has the "Suppression" trait, unlocked by maxing out the Health stat, which reduces any HP damage by one, to a minimum of one. One boss has a 5HP attack that has both a flag for ignoring all defenses (MercyInvincibility, Suppression, etc.) and a special code for not ignoring Suppression after all.

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* ''VideoGame/{{Iji}}'' has the "Suppression" trait, unlocked by maxing out the Health stat, stat (to a maximum of 20HP), which reduces any HP damage by one, to a minimum of one. One boss has a 5HP attack that has both a flag for ignoring all defenses (MercyInvincibility, Suppression, etc.) and a special code for not ignoring Suppression after all.

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* The ''Franchise/FinalFantasy'' games typically has the Protect and Shell spells, which reduces damage from physical and magical damage respectively.
* ''VideoGame/FinalFantasyXIV'' have tanks that have abilities whose purpose is to reduce incoming damage for a few seconds. Since a tank's job is to soak up damage, having damage reducing abilities makes their job easier. Healers have barriers which absorb a certain amount of damage before the barrier breaks.
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* Armor in ''VideoGame/{{Overwatch}}'' works by removing a percentage of damage from incoming attacks, with the removed damage being subtracted from the armor.
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* In ''TabletopGame/TheWitcherGameOfImagination'' armour, both natural and crafted, works this way. If the target is hit, the damage is reduced by a certain value, depending on the type and/or layers of armour. Can lead to situations when no damage is dealt at all. [[BoringButPractical Shields]] are special in this regard, as they both provide armour value ''and'' rise defenses, making it in the same time harder to hit their wielders.

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* NewHorizon has armor... and specific attacks penetrate the armor, as well as attacks that go overboard.

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* NewHorizon ''TabletopGame/NewHorizon'' has armor... and specific attacks penetrate the armor, as well as attacks that go overboard.



** {{Exalted}} also has a "hardness" trait for armour, meaning that if the raw (pre-soak) damage doesn't reach the threshold designated by the hardness of the armour, no damage at all is rolled. This, however, is a fairly low number, and if the raw damage reaches or surpasses this threshold it isn't taken into account at all, instead you have to soak for any damage reduction.

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** {{Exalted}} TabletopGame/{{Exalted}} also has a "hardness" trait for armour, meaning that if the raw (pre-soak) damage doesn't reach the threshold designated by the hardness of the armour, no damage at all is rolled. This, however, is a fairly low number, and if the raw damage reaches or surpasses this threshold it isn't taken into account at all, instead you have to soak for any damage reduction.

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The TropeMaker here is a little hard to place, as many/most TabletopGames miniatures games use some sort of Armor Rating to reduce damage, but the TropeCodifier is without a doubt ''TabletopGame/DungeonsAndDragons'' (third Ed and above), which uses it to a large extent, and is responsible for the tradition of "magic fire beats DR."

to:

The TropeMaker here is a little hard to place, as many/most TabletopGames miniatures games use some sort of Armor Rating to reduce damage, but the TropeCodifier is without a doubt ''TabletopGame/DungeonsAndDragons'' (third Ed and above), which uses it to a large extent, and is responsible for the tradition of "magic fire beats DR."
" In fact, you could argue that the TropeMaker is ''RealLife'', because this trope is basically what humans invented armour to do.
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* In ''VideoGame/{{ADOM}}'', this is how armour works: it mostly grants "Protection Value", and your Protection Value is your amount of damage resistance. (There is also "Defensive Value", which makes you harder to hit.)

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* In ''VideoGame/{{ADOM}}'', ''VideoGame/AncientDomainsOfMystery'', this is how armour works: it mostly grants "Protection Value", and your Protection Value is your amount of damage resistance. (There is also "Defensive Value", which makes you harder to hit.)
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* Similarly in ''VideoGame/FrontMission'', Wanzers have a built in armor plating that reduces damage from any one of the three attack elements (namely Impact, Pierce and Flame). More generally, Wanzer pilots can equip skills that reduce incoming damage or cut certain amounts of damage altogether. The former is great against single shot, high attack power weapons while the latter is excellent against burst fire weapons.
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* ''VideoGame/{{Iji}}'' has the "Suppression" trait, unlocked by maxing out the Health stat, which reduces any HP damage by one, to a minimum of one. One boss has a 5HP attack that has both a flag for ignoring all defenses (MercyInvincibility, Suppression, etc.) and a special code for not ignoring Suppression after all.
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* ''TabletopGame/TunnelsAndTrolls'' (1975) contained the UrExample of this trope in tabletop [=RPGs=], replacing ''D&D''[='=]s (the only other RPG in existence at the time of its release) armor-as-likelihood-to-miss with armor-as-damage-reduction.
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** The ''Long War'' GameMod adds a specific damage reduction with its own icon, granted mainly to machine/armored enemies as well as units in cover.

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** The ''Long War'' ''[[VideoGame/XCOMLongWar Long War]]'' GameMod adds a specific damage reduction with its own icon, granted mainly to machine/armored enemies as well as units in cover.
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* In ''[[TabletopGame/{{PoniesAndParasprites}} Ponies and Parasprites]]'' damage is reduced in two ways. The first is via use of "Buffer Exhaustion", which allows a character to absorb a certain amount of damage before they are affected by it. The second (such as the Earth Pony's ''Tough as Nails'' ability and Celestia's ''Inescapable Corona of Justice'') simply reduces the amount of incoming damage. These two abilities explicitly stack with one another.

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* In ''[[TabletopGame/{{PoniesAndParasprites}} Ponies and Parasprites]]'' ''TabletopGame/PoniesAndParasprites'' damage is reduced in two ways. The first is via use of "Buffer Exhaustion", which allows a character to absorb a certain amount of damage before they are affected by it. The second (such as the Earth Pony's ''Tough as Nails'' ability and Celestia's ''Inescapable Corona of Justice'') simply reduces the amount of incoming damage. These two abilities explicitly stack with one another.
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%% Image selected per Image Pickin' thread: http://tvtropes.org/pmwiki/posts.php?discussion=1451173067054519700&page=1#8

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[[caption-width-right:310:...or you could, you know, dodge.]]
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%% Image removed per Image Pickin' thread: http://tvtropes.org/pmwiki/posts.php?discussion=1451173067054519700&page=1#8
%% Please see thread to discuss a new image.

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%% Image removed selected per Image Pickin' thread: http://tvtropes.org/pmwiki/posts.php?discussion=1451173067054519700&page=1#8
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[[quoteright:310:[[Manga/MahouSenseiNegima http://static.tvtropes.org/pmwiki/pub/images/testing.png]]]]



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* In ''VideoGame/{{Warframe}}'', this is the purpose of armor for players and enemies alike. Unlike most examples, it's a percentage-based modifier, with the fraction of damage received decreasing asymptotically as armor increases. Notably, it only reduces the damage taken to health; shields get no benefit whatsoever. It also alters the effectiveness of different damage types. There are still ways around it: Corrosive procs, Corrosive Projection, and certain Warframe Augments can permanently reduce enemy armor, while [[InfinityPlusOneElement Finisher damage]] ignores it outright.

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* In ''VideoGame/{{Warframe}}'', this is the purpose of armor for players and enemies alike. Unlike most examples, it's a percentage-based modifier, with the fraction of damage received decreasing asymptotically as armor increases. Notably, it only reduces the damage taken to health; shields get no benefit whatsoever. It also alters the effectiveness of different damage types. There are still ways around it: Corrosive procs, Corrosive Projection, and certain Warframe Augments can permanently reduce enemy armor, while [[InfinityPlusOneElement Finisher damage]] ignores it outright.outright.

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* In ''[[TabletopGame/{{PoniesAndParasprites}} Ponies and Parasprites]]'' damage is reduced in two ways. The first is via use of "Buffer Exhaustion", which allows a character to absorb a certain amount of damage before they are effected by it. The second (such as the Earth Pony's ''Tough as Nails'' ability and Celestia's ''Inescapable Corona of Justice'') simply reduces the amount of incoming damage. These two abilities explicitly stack with one another.

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* In ''[[TabletopGame/{{PoniesAndParasprites}} Ponies and Parasprites]]'' damage is reduced in two ways. The first is via use of "Buffer Exhaustion", which allows a character to absorb a certain amount of damage before they are effected affected by it. The second (such as the Earth Pony's ''Tough as Nails'' ability and Celestia's ''Inescapable Corona of Justice'') simply reduces the amount of incoming damage. These two abilities explicitly stack with one another.



* In ''VideoGame/{{ADOM}}'', this is how armour works: it mostly grants "Protection Value", and your Protection Value is your amount of damage resistance. (There is also "Defensive Value", which makes you harder to hit.)

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* In ''VideoGame/{{ADOM}}'', this is how armour works: it mostly grants "Protection Value", and your Protection Value is your amount of damage resistance. (There is also "Defensive Value", which makes you harder to hit.))
* In ''VideoGame/{{Warframe}}'', this is the purpose of armor for players and enemies alike. Unlike most examples, it's a percentage-based modifier, with the fraction of damage received decreasing asymptotically as armor increases. Notably, it only reduces the damage taken to health; shields get no benefit whatsoever. It also alters the effectiveness of different damage types. There are still ways around it: Corrosive procs, Corrosive Projection, and certain Warframe Augments can permanently reduce enemy armor, while [[InfinityPlusOneElement Finisher damage]] ignores it outright.
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that\'s not the trope


[[quoteright:340:[[Franchise/{{Superman}} http://static.tvtropes.org/pmwiki/pub/images/Superman_8630.jpg]]]]
[[caption-width-right:340:[[FlyingBrick That]] [[ShootingSuperman never works]].]]

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[[quoteright:340:[[Franchise/{{Superman}} http://static.tvtropes.org/pmwiki/pub/images/Superman_8630.jpg]]]]
[[caption-width-right:340:[[FlyingBrick That]] [[ShootingSuperman never works]].]]
%% Image removed per Image Pickin' thread: http://tvtropes.org/pmwiki/posts.php?discussion=1451173067054519700&page=1#8
%% Please see thread to discuss a new image.
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** ''VideoGame/XCOM2'' adds an armor mechanic, most often seen on mechanical units or units wearing PowerArmor. Each point of armor reduces damage from weapon attacks by one point. Certain attacks can "shred" targets, reducing their armor value for the rest of the mission.
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* Characters in ''VideoGame/NexusWar'' have a Soak value for each type of damage, reducing the damage received by a flat amount. For example, a character wearing a chain-mail shirt would suffer reduced slashing damage from a sword strike but take full damage from an acid spell. Resistance is a percentile reduction applied after Soak, only available through certain skills. ScratchDamage applies in that the target will always suffer at least 1 point of damage if not completely immune to the damage type.

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* Characters in ''VideoGame/NexusWar'' have a Soak value for each type of damage, reducing the damage received by a flat amount. For example, a character wearing a chain-mail shirt would suffer reduced slashing damage from a sword strike but take full damage from an acid spell. Resistance is a percentile reduction applied after Soak, only available through certain skills. ScratchDamage applies in that the target will always suffer at least 1 point of damage if not completely immune to the damage type.type.
* In ''VideoGame/{{ADOM}}'', this is how armour works: it mostly grants "Protection Value", and your Protection Value is your amount of damage resistance. (There is also "Defensive Value", which makes you harder to hit.)
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The TropeMaker here is a little hard to place, as many/most TabletopGames miniatures games use some sort of Armor Rating to reduce damage, but the TropeCodifier is without a doubt ''TabletopGame/DungeonsAndDragons'', which uses it to a large extent, and is responsible for the tradition of "magic fire beats DR."

to:

The TropeMaker here is a little hard to place, as many/most TabletopGames miniatures games use some sort of Armor Rating to reduce damage, but the TropeCodifier is without a doubt ''TabletopGame/DungeonsAndDragons'', ''TabletopGame/DungeonsAndDragons'' (third Ed and above), which uses it to a large extent, and is responsible for the tradition of "magic fire beats DR."
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** The ''Long War'' GameMod adds a specific damage reduction with its own icon, granted mainly to machine/armored enemies as well as units in cover.
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* ''TabletopGame/DarkHeresy'', ''TabletopGame/RogueTrader'', and ''TabletopGame/{{Deathwatch}}'' all have this in the form of both Armor and Toughness. Very few attacks ignore this, though many weapons have Armor Penetration, which ignores a certain amount of Armor. Their parent game, ''TabletopGame/{{Warhammer 40000}}'', uses a combination of Toughness Values and Armor Saves, though it's a certain chance to ignore damage, rather than reducing it. The FeelNoPain rule is described in the fluff as a more straight example, but again it's an additional chance to ignore damage[[note]]going by Dungeons and Dragons again, it's basically [=DR33% /=] [[ChunkySalsaRule Instant Death weapons]][[/note]].

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* ''TabletopGame/DarkHeresy'', ''TabletopGame/RogueTrader'', and ''TabletopGame/{{Deathwatch}}'' all have this in the form of both Armor and Toughness. Very few attacks ignore this, though many weapons have Armor Penetration, which Penetration (which ignores a certain amount of Armor.Armor) and some have the Felling quality (which ignores a certain amount of "Unnatural Toughness"). Their parent game, ''TabletopGame/{{Warhammer 40000}}'', uses a combination of Toughness Values and Armor Saves, though it's a certain chance to ignore damage, rather than reducing it. The FeelNoPain rule is described in the fluff as a more straight example, but again it's an additional chance to ignore damage[[note]]going by Dungeons and Dragons again, it's basically [=DR33% /=] [[ChunkySalsaRule Instant Death weapons]][[/note]].
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* ''TabletopGame/DungeonsAndDragons'' makes extensive use of this trope. Damage reduction is generally not provided by wearing armor, even magical, and is usually an ability granted to monsters. Said monsters oftentimes have a weakness that bypasses their DR, usually written as "DR ''Value / Weakness''"[[labelnote:*]]Read as: Damage reduction: the first X points of damage are completely ignored. If the damage source is from the weakness, however, take full damage[[/labelnote]], such as the Superman image above. Some materials or enchantments do provide DR on equipment and some class features also grant it.

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* ''TabletopGame/DungeonsAndDragons'' makes extensive use of this trope. Damage reduction is generally not provided by wearing armor, even magical, and is usually an ability granted to monsters. Said monsters oftentimes have a weakness that bypasses their DR, usually written as "DR ''Value / Weakness''"[[labelnote:*]]Read as: Damage reduction: the first X points of damage are completely ignored. If the damage source is from the weakness, however, take full damage[[/labelnote]], such as the Superman image above.damage[[/labelnote]]. Some materials or enchantments do provide DR on equipment and some class features also grant it.
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Most systems with a DR mechanic are also systems without ScratchDamage, which means the target cannot be hurt at all if the attacker can't overcome the DR.

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