Destiny 2 Database · Armor 3.0
Destiny 2 Damage Resistance Calculator
Damage resistance in Destiny 2 multiplies instead of adding, so your real total is always smaller than the sum of the parts. This calculator runs the exact math for every source in the game.
Toggle what your build keeps active. Chest mods, Woven Mail, Frost Armor, Amplified, your Super, a teammate's Ward of Dawn. The buffs stack with each other, so Frost Armor plus Amplified is a real combo, and the total updates as you click.
Chest mods 0 / 3 sockets
Harmonic Resistance is the elemental mod matching your subclass, same numbers. Pick the matching element above.
Subclass buffs stack any you can keep up
Fragments
Super and team
Artifact perk one artifact at a time
One artifact at a time, and these all feed the same Resist buff, so only one counts. The exception is Energy Diffusion Substrate, a separate passive that multiplies with Sustained Fire. Press The Advantage is missing on purpose. It protects your sword guard, not your health bar, so it never touches this math.
Healing over time
Restoration heals, it does not resist. 35 HP a second at x1, 50 at x2, and nothing interrupts it. It earns a spot here because resistance stretches every tick. Turn it on and the results show how much incoming damage you can out-heal. Radiant stays out, since it is a 20% weapon damage buff with no resist part.
Anything else
Health stat
Total damage resistance
30.0%
The 30% with nothing selected is free. Resilience is locked at 100 for every Guardian now, and this is its old top-end bonus, always on in PvE. Everything you pick multiplies on top.
Where it comes from
Each layer multiplies with the rest, so every new one adds a little less. Mods and the intrinsic 30% work against PvE combatants only, and a labelled mod only counts against its matching damage. Woven Mail covers everything in PvE, precision included, but drops the moment you cast your Super.
Recommended resist mods by activity
Every card loads its mod trio into the calculator. Chest armor has three sockets, and these trios spend all of them.
The picks follow what each faction actually fires, and that part never changes. Boomer knights have been Arc since 2017. Torch hammers are Void. Cabal are Solar.
What rotates daily and weekly is the modifier layer, Threats and Banes, which makes one of those elements hit harder for a stretch. The trio stays right. The priority shifts, so when the active Threat matches a chip below, slot that resist first.
Raid / Epic Raid · Vex
The Desert Perpetual
Torch hammers and cyclops fire hit Void, slap rifles hit Arc, and exploding units splash constantly. One of each plus Concussive covers the whole sandbox.
Raid · Dread + Taken
Salvation's Edge
Subjugators sling Stasis and Strand, and nearly every room layers splash damage on top. Swap a slot to Void if axion darts are what kills you.
Raid · Vex
Vault of Glass
Harpy and goblin fire is Arc, minotaurs and the Templar hit Void, and supplicants exist to explode on you. Concussive blunts the detonations.
Raid · Hive
Crota's End
Boomer knights arc you from every ledge, acolyte shredders hit Void, and cursed thrall detonate in your face. Concussive covers both boomers and thrall.
Raid · Hive
King's Fall
Wizards and darkness blasts run Solar, boomers run Arc splash. Golgoroth and Oryx add heavy area damage, so Concussive earns its slot.
Raid · Cabal + Tormentors
Root of Nightmares
Cabal damage is Solar almost across the board. Doubling Solar Resistance to 25% plus Concussive for missiles and incendiors is the safe pick.
Raid · Scorn
Vow of the Disciple
Scorn mix Solar and Arc fire, and chieftain totems plus abomination blasts are all splash. Concussive is the anchor here.
Raid · Fallen
Deep Stone Crypt
Fallen lean hard into Arc, from captains to Atraks. Exploder shanks and servitor blasts make Concussive the third slot.
Raid · Taken
Last Wish
Taken axion darts track you with Void damage and phalanx blasts splash. Arc covers centurions and captains through the middle encounters.
Raid · Vex
Garden of Salvation
Angelics, cyclopses, and the Consecrated Mind pour out Void. Double Void Resistance, then Concussive for the harpy detonations.
Dungeon · Hive
Sundered Doctrine
Standard Hive spread: Solar wizards, Arc boomers, Void shredders. The splash from boomers and ogres makes Concussive the constant.
Dungeon · Fallen
Vesper's Host
The station is an Arc shooting gallery and exploder shanks hunt you between encounters. Double Arc plus Concussive keeps the runbacks honest.
Dungeon · Scorn
Warlord's Ruin
Chieftain totems, abomination blasts, and raider crossbows mix Arc and Solar with a lot of area denial. Concussive blunts the totem fields.
Dungeon · Hive
Ghosts of the Deep
Knights and boomers bring Arc, wizards bring Solar, and the moths are flying grenades. Concussive takes the sting out of moth detonations.
Dungeon · Vex
Spire of the Watcher
Hobgoblin line rifles beam you with Solar from across the map, which is exactly what Sniper Damage Resistance exists for.
Dungeon · Cabal
Duality
Nightmare Cabal are Solar everything, and incendiors plus colossus barrages are splash-heavy. Same recipe as Root of Nightmares.
Dungeon · Taken
Prophecy
Taken hobgoblin retaliation, axion darts, and psion blasts add up fast in the Hexahedron. Void plus Arc with Concussive is the standard Taken trio.
Dungeon · Fallen + Hive
Grasp of Avarice
Exploder shanks are the signature threat, so Concussive comes first. Arc covers the Fallen, Solar the ogres and wizards in the Hive stretch.
Nightfall · Rotates weekly
Grandmaster Nightfalls
Concussive Dampener every week, no exceptions. Fill the other two sockets to match the faction: Arc for Fallen, Solar for Cabal and Hive, Void plus Arc for Vex and Taken, Stasis or Strand for Dread.
PvP · Guardians
Crucible and Trials
Resist mods only work against PvE combatants, so they do nothing here. Put points into Health instead: up to 10% flinch resistance and, past 100, extra shield capacity and faster recharge.
How damage resistance works in Destiny 2 now
Armor 3.0 rebuilt the survivability math. Resilience is gone as a stat, and its old top reward, 30% resistance against PvE combatants, is now built into every Guardian for free.
Your base pool is 200 HP counting shields, split 70 health and 130 shield. Health past 100 grows the shield by up to 20 and speeds up recharge. Below 100 it pays out in orb healing and flinch resistance instead, which is why it adds nothing to the number up top.
Everything else multiplies on that base. Chest mods run 15%, 25%, 30% for one, two, three copies of the same mod. Woven Mail is 45%. Frost Armor is 7% a stack. Amplified is 15%, with another 15% from Speed Booster. Transcendence is 20%. Most Supers sit near 90%.
The buffs stack with each other too. Frost Armor plus Amplified is a real pairing, and a teammate's Ward of Dawn or Well multiplies with all of it.
Void Overshield plays by different rules. It does not cut the damage you take. It adds a 45 HP shield that itself resists 70% of combatant damage, worth about 150 effective HP, and your health keeps regenerating underneath it.
Multiplication is also why the totals feel smaller than they read. Woven Mail plus a triple-stacked elemental mod is 61.5%, not 75%. It is still the difference between getting one-shot and walking away.
Every damage resistance source in Destiny 2
The complete list, by category. Every one of these multiplies with every other, so any combination you can keep active at the same time stacks. Values are PvE against combatants.
Always on
Chest armor mods (3 sockets)
Subclass buffs (these stack with each other)
Fragments and facets
Your Super and your team
Exotic armor
Artifact damage resistance mods (one artifact at a time)
Artifact mods that keep your buffs up
Healing (survivability, but not damage resistance)
Activity-specific armor mods
The artifact catch is that you equip one of the seven at a time, with 2 picks in column 1, 3 in column 2, and 2 in column 3. Artifact DR never stacks across artifacts, so the play is picking the one whose package fits your build.
Hunter's Journal is the survivability standout. Energy Diffusion Substrate and Sustained Fire sit in the same column 1, you can take both, and they multiply like everything else. Full details on our Artifact Mods page.
Values verified against the Destiny Data Compendium and light.gg for the final sandbox (game version 9.7.0.3). Bungie never published exact DR numbers, so these are community-tested; the stacking math itself is exact. The game is frozen, so none of this will change again. Where a number is genuinely unknown, we say so instead of guessing.
Damage Resistance FAQ
Do damage resistance mods work in PvP?
No. Chest resist mods (elemental resistances, Concussive Dampener, Melee and Sniper Damage Resistance) only reduce damage from PvE combatants. Against other Guardians they do nothing. For Crucible and Trials, invest in the Health stat for flinch resistance and extra shield capacity.
Does Resilience still give damage resistance?
Resilience is gone as a stat, and its old top-end bonus is now free. Every Guardian has a flat 30% damage resistance against PvE combatants, no investment needed. The Health stat that replaced it adds orb healing, flinch resistance, and shield capacity, not damage resistance.
How do resist mods stack in Destiny 2?
Copies of the same mod follow a fixed table: 15% for one, 25% for two, 30% for three. Different sources multiply together instead of adding. Two different 15% mods give 27.75% total, and Woven Mail on top of a 30% mod stack gives 61.5%, not 75%. The calculator above runs this exact math.
What are the best resist mods if I am not sure what to run?
Concussive Dampener plus two elemental resists matched to the faction. Splash damage shows up in every activity, so Concussive almost never wastes a socket. Arc for Fallen, Solar for Cabal and Hive, Void and Arc for Vex and Taken, Stasis or Strand for Dread.
What is Harmonic Resistance?
Harmonic Resistance is the elemental resist mod that follows your subclass element, with the same 15% / 25% / 30% values. If your subclass matches the damage you are eating, it frees you from swapping mods. In this calculator, just pick the elemental mod matching that damage type.
Does Woven Mail stack with resist mods?
Yes, multiplicatively. Three stacked elemental mods plus Woven Mail plus the intrinsic 30% puts you above 73% against that element. In PvE, Woven Mail reduces every hit, precision included. Only enemy Guardians bypass it, and it drops the moment you cast your Super.
Can I stack Frost Armor with Amplified?
Yes. Every resistance buff in the game stacks with every other one, multiplicatively. Frost Armor at 5 stacks (35%) plus Amplified (15%) on top of the intrinsic 30% works out to 61.3% total. Sprint into Speed Booster for another 15% and you are at 67.1%. Prismatic makes combos like this easy to sustain, and orb pickups and teammates can hand you buffs from other subclasses.
Do the activity recommendations change with daily or weekly modifiers?
The trios stay right, because they follow what each faction actually fires, and that is permanent. A boomer knight is always Arc, a torch hammer is always Void. Threats and Banes rotate daily and weekly and make one element hit harder for a stretch, so the priority inside the trio shifts. When the active Threat matches a listed element, slot that resist first and think about doubling it.
Do Radiant or Restoration give damage resistance?
No. Radiant is a 20% weapon damage buff with no defensive part. Restoration is pure healing, 35 HP a second at x1 and 50 at x2. Resistance does stretch every heal tick, and at 60% DR Restoration x2 out-heals about 125 raw damage a second. Toggle it on in the calculator to see that number for your own stack.
Do artifact perks add damage resistance?
Yes, and they multiply with everything else. You can only equip one artifact at a time, though, so artifact DR never stacks across artifacts. Most of the DR perks grant 25%, Armorsmith grants 10%, and Energy Diffusion Substrate is about 5% passive. All of them are selectable in the calculator with their in-game icons. Hunter's Journal is the survivability pick, since it carries both Energy Diffusion Substrate and Sustained Fire in column 1.
What is the highest damage resistance you can stack?
There is no hard cap, but multiplication means each layer adds less. The biggest single source is your Super at about 90%. Stack the intrinsic 30% and a matched resist mod on top and you are in the high 90s while it lasts. Outside your Super, a realistic ceiling is around 85 to 90% with something like Woven Mail, a fragment, a double-stacked matched mod, and a Ward of Dawn. Past that you are spending a lot to shave decimals.
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