Mechanic

Deflect

Deflection Rating gives a chance to Deflect damage from Hits. A normal Deflection prevents 40% of the Hit damage, while the chance depends on your Deflection Rating and the attacker's Accuracy Rating.
0.5.4d
Current data

Catalog version 0.5.4d

No direct 0.5 patch change is linked to this page. The displayed values are current for catalog version 0.5.4d.

What Deflect does

Current rules

Deflection mitigates a Hit rather than avoiding it. The current uncapped chance is 150% × (1 − A ÷ (A + 0.12 × D)), where A is attacker Accuracy and D is defender Deflection Rating, then the result is capped at 95%.

Current formula
Calculate 150% × (1 − A ÷ (A + 0.12 × D)), using the attacker's Accuracy for A and the defender's Deflection Rating for D. The final chance cannot exceed 95%.
Prevented amount
A successful Deflection normally prevents 40% of the damage from the Hit. This amount is a separate stat from chance to Deflect and can be modified independently.
Hit remains a Hit
Deflection is mitigation, not Evasion or Block. It reduces the damage of the successful Hit instead of turning that Hit into an avoided event.
Red flash attacks
Deflection can work against boss attacks signalled by a red flash. Those attacks bypass Evasion, which makes Deflection useful as a second defensive layer for Evasion builds.
No damage over time
Deflection applies to damage from Hits. Damage over time does not Hit, so Bleeding, Poison, Ignite, and other damage over time are not reduced by Deflection.
Tailwind interaction
Each Tailwind stack makes Deflection prevent 1% more Hit damage. At 10 stacks, an otherwise unmodified Deflection prevents 50% instead of 40%.
Rating sources
Many item sources grant Deflection Rating as a percentage of Evasion Rating, although some use Armour, missing Energy Shield, Runic Ward, or a flat value instead.
Light Stun
A Deflected Hit can still Light Stun because the Hit was mitigated rather than avoided. Atziri's Step has an explicit modifier that prevents Light Stun from Deflected Hits.

Common Deflection sources and interactions

7 cases
01
Evasion conversion

Briskwrap, Quatl's Molt, and Drillneck grant Deflection Rating equal to a percentage of Evasion Rating.

Currency: Briskwrap, Quatl's Molt, Drillneck
02
03
04
05
Tailwind

Tailwind adds 1 percentage point to the amount prevented per stack, reaching 50% prevented at 10 stacks before other modifiers.

Related: Tailwind
06
Chance investment

More Deflection Rating improves chance against a fixed Accuracy value, but the result remains capped at 95%.

Related: Accuracy
07
Damage over time

Deflection cannot reduce a damage over time effect because that damage does not arrive as a Hit.

Related: Bleeding, Poison, Ignite

Limits and exceptions

6 rules
  • The character sheet chance is not universal because an enemy with different Accuracy produces a different result.
  • The 95% cap applies to chance to Deflect, not to the amount of damage prevented by a successful Deflection.
  • Deflection does not avoid the Hit and should not be treated as Evasion or Block.
  • Damage over time is outside the mechanic because it does not Hit.
  • A red flash attack can be Deflected, but only if the chance check succeeds.
  • Modifiers based on Evasion, Armour, Energy Shield, or Runic Ward use the exact source wording and do not make those defences interchangeable.