Mechanic

Lightning Resistance

Lightning Resistance reduces Lightning damage taken. It is tracked independently from the other damage-type Resistances, has a default maximum of 75%, and can have a different uncapped value from the value currently used for mitigation.
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 Lightning Resistance does

Current rules

Compare uncapped Lightning Resistance with Maximum Lightning Resistance, then use the lower effective value for mitigation. Extra overcap can protect against reductions, negative Resistance increases damage taken, and Penetration changes only the value used by the penetrating Hit rather than the target's stored Resistance.

Matching damage only
Lightning Resistance reduces Lightning damage. It does not reduce another damage type merely because the same Hit contains both types.
Default and hard maximum
Maximum Lightning Resistance is 75% by default and cannot be raised above 90%. Ordinary +Lightning Resistance does not raise that maximum.
Uncapped and overcapped
Uncapped Lightning Resistance is the total before applying the maximum. The amount above Maximum Lightning Resistance is overcap, which does not reduce damage further but can absorb later reductions.
Negative values
Lightning Resistance can be reduced below 0%. A negative value increases Lightning damage taken instead of reducing it.
Exposure, curses, and Penetration
Effects that lower Resistance change the target's actual Lightning Resistance and can take it below 0%. Penetration applies last to Hits, does not change the stored Resistance, and normally has no further effect at 0% or below unless its source explicitly permits a lower floor.
Elemental classification
Lightning Resistance is one of the three Elemental Resistances. An all Elemental Resistances modifier includes it, while Chaos Resistance is separate.
Progression
Lightning Resistance is an Elemental Resistance and is lowered by campaign and endgame progression penalties together with Fire, Cold, and Lightning Resistances.

Lightning Resistance cases

6 cases
01
40% Lightning Resistance

The target takes 60% of the incoming Lightning damage before other applicable damage-taken stages.

Related: Lightning, Damage
02
100% uncapped, 75% maximum

The target mitigates with 75% Lightning Resistance and has 25% overcap. The extra 25% is reserve against reductions, not additional mitigation.

Related: Maximum Resistances
03
100% uncapped after a 40% reduction

The uncapped value becomes 60%, so the target mitigates with 60% instead of remaining at the 75% maximum.

Related: Debuffs
04
Negative Lightning Resistance

At -20% Lightning Resistance, the target takes 120% of the incoming Lightning damage before other applicable stages.

Related: Lightning
05
Penetrating Hit

A Hit with Lightning Penetration treats positive Lightning Resistance as lower for that Hit. It does not alter the target's character-sheet value or directly modify damage over time.

Related: Hit, Resistance Penetration
06
Ailment interaction

Lightning Resistance changes post-mitigation Lightning Hit damage, which can indirectly affect Shock chance and eligible Electrocution Buildup. It is not a direct ailment modifier.

Related: Shock, Electrocution, Ailments

Limits and exceptions

5 rules
  • Adding ordinary Lightning Resistance cannot raise Maximum Lightning Resistance. The maximum needs its own modifier.
  • Overcapped Lightning Resistance does not reduce damage beyond the current maximum; it only matters when another effect lowers the uncapped value.
  • Penetration is a Hit calculation and does not directly improve damage over time. A modifier can explicitly override the normal penetration floor.
  • All Elemental Resistances includes Lightning, but does not include Chaos Resistance.
  • Resistance mitigation is one stage of receiving damage and must not be confused with conversion, damage taken as, or separate less damage taken modifiers.