We Want Destiny 3

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

Arc ResistanceFallen captains, Hive boomers, Vex slap rifles 0
Solar ResistanceCabal, Hive wizards, Vex hobgoblins 0
Void ResistanceTaken axions, Vex torch hammers, Hive shredders 0
Stasis ResistanceDread subjugators, stasis crystals 0
Strand ResistanceDread weavers and strand attacks 0
Concussive DampenerAny splash or area damage 0
Melee Damage ResistanceThrall swarms, husks, boss stomps 0
Sniper Damage ResistanceHobgoblins and snipers past 30m 0

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

For exotics and activity mods. Omnioculus is 50% while invisible, Cuirass of the Falling Star is 50% after Thundercrash, St0mp-EE5 is 30% airborne, The Stag is 25% in your Rift. The full list is further down the page.

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.

70%of incoming damage gets through
200HP + shield pool
329effective HP

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

    Void Resistance Arc Resistance Concussive Dampener

    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

    Stasis Resistance Strand Resistance Concussive Dampener

    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

    Arc Resistance Void Resistance Concussive Dampener

    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

    Arc Resistance Void Resistance Concussive Dampener

    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

    Solar Resistance Arc Resistance Concussive Dampener

    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

    Solar Resistance ×2 Concussive Dampener

    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

    Solar Resistance Arc Resistance Concussive Dampener

    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

    Arc Resistance ×2 Concussive Dampener

    Fallen lean hard into Arc, from captains to Atraks. Exploder shanks and servitor blasts make Concussive the third slot.

    Raid · Taken

    Last Wish

    Void Resistance Arc Resistance Concussive Dampener

    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

    Void Resistance ×2 Concussive Dampener

    Angelics, cyclopses, and the Consecrated Mind pour out Void. Double Void Resistance, then Concussive for the harpy detonations.

    Dungeon · Hive

    Sundered Doctrine

    Solar Resistance Arc Resistance Concussive Dampener

    Standard Hive spread: Solar wizards, Arc boomers, Void shredders. The splash from boomers and ogres makes Concussive the constant.

    Dungeon · Fallen

    Vesper's Host

    Arc Resistance ×2 Concussive Dampener

    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

    Solar Resistance Arc Resistance Concussive Dampener

    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

    Arc Resistance Solar Resistance Concussive Dampener

    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

    Solar Resistance Sniper Damage Resistance Concussive Dampener

    Hobgoblin line rifles beam you with Solar from across the map, which is exactly what Sniper Damage Resistance exists for.

    Dungeon · Cabal

    Duality

    Solar Resistance ×2 Concussive Dampener

    Nightmare Cabal are Solar everything, and incendiors plus colossus barrages are splash-heavy. Same recipe as Root of Nightmares.

    Dungeon · Taken

    Prophecy

    Void Resistance Arc Resistance Concussive Dampener

    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

    Arc Resistance Solar Resistance Concussive Dampener

    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

    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

    No resist mods (PvP)

    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

    Intrinsic Armor 3.0 resistance 30% Every Guardian, always. Resilience is locked at 100 and this is its old top-end bonus, built in.

    Chest armor mods (3 sockets)

    Elemental Resistance (Arc, Solar, Void, Stasis, Strand) 15 / 25 / 30% Against that element only. 1, 2, or 3 copies of the same mod. Harmonic Resistance matches your subclass element with the same numbers.
    Concussive Dampener 15 / 25 / 30% Against AoE, blast, and explosive damage.
    Melee Damage Resistance 15 / 25 / 30% Against combatants closer than 5 metres.
    Sniper Damage Resistance 15 / 25 / 30% Against combatants beyond 30 metres.
    Emergency Reinforcement 10% Triggers at critical health with 3+ Armor Charges. Lasts 6 to 15 seconds based on charges consumed.

    Subclass buffs (these stack with each other)

    Woven Mail (Strand) 45% For 10 seconds. In PvE it reduces everything, including precision hits; only enemy Guardians bypass it. Removed when you cast your Super.
    Frost Armor (Stasis) 7% per stack 35% at 5 stacks. Whisper of Rime raises the cap to 7 stacks, about 50%. Decays one stack at a time.
    Amplified (Arc) 15% While active. Sprinting into Speed Booster adds another 15% on top.
    Transcendence (Prismatic) 20% For the 20-second Transcendence window.
    Void Overshield about +150 effective HP Not flat resistance: a 45 HP shield that itself resists 70% of combatant damage. Your health keeps regenerating while it soaks hits.

    Fragments and facets

    Spark of Resistance (Arc) 25% While 3 or more enemies are within 15 metres.
    Facet of Protection (Prismatic) 15% While 3 or more enemies are within 15 metres. Stacks with Transcendence for 32% total; the in-game text claiming it improves while Transcendent is wrong.
    Whisper of Chains (Stasis) no DR anymore The old 10% near crystals is gone. The final update reworked it into a Stasis Shard generator, so it feeds Frost Armor builds instead of resisting directly.

    Your Super and your team

    In your Super about 90% Most supers. A few differ: Nova Bomb briefly starts near 99%, and Cuirass of the Falling Star extends 50% for 5 seconds after Thundercrash.
    Ward of Dawn (inside) 60% Plus a Void Overshield that regenerates while you stay in the dome.
    Well of Radiance (inside) 20% Drops to 10% against bosses. The 50 HP per second of healing is the real payoff.
    Banner Shield (behind it) about 40% For allies firing through the shield. Community-tested value.

    Exotic armor

    Omnioculus (Hunter) 50% While invisible, shared with allies you turn invisible. Does not apply in your Super.
    Cuirass of the Falling Star (Titan) 50% For 5 seconds after Thundercrash lands.
    St0mp-EE5 (Hunter) 30% While airborne.
    The Stag (Warlock) 25% For Guardians inside your Rifts.
    Contraverse Hold (Warlock) 20% While overcharging a Void grenade.
    Stronghold (Titan) 50% While blocking with a sword, on top of the sword guard itself.
    Aeon Swift/Safe/Soul with Sect of Vigor 40% For 15 seconds when an ally dies, or 10 when you revive one.
    ACD/0 Feedback Fence (Titan) up to 80% Against melee only, scaling with Armor Charge stacks.
    Blastwave Striders (Titan) 75% Against your own explosive damage.
    Renewal Grasps (Hunter) 50% less enemy damage Enemies inside your Duskfield deal half damage, and the field feeds you a Frost Armor stack every half second. Technically a debuff on them, so it multiplies with everything you run.
    Icefall Mantle (Titan) no flat DR A Frost Armor engine instead: Glacial Guard replaces your Barricade and grants maximum Frost Armor stacks on cast, plus a 50 HP heal.

    Artifact damage resistance mods (one artifact at a time)

    Energy Diffusion Substrate about 5% Passive resistance to all combatant damage, no condition. Hunter's Journal, column 1. The only always-on artifact DR in the game.
    Sustained Fire 25% for 6s 10 Auto Rifle hits within 1.5 seconds on one combatant, refreshable and persists through weapon swap. Support autos trigger it by healing allies. NPA Repulsion Regulator or Hunter's Journal, column 1.
    Armorsmith 10% for 6s On breaking a combatant shield, plus 100% melee damage for the same window. Queensfoil Censer column 1, or Encrypted Data Disk column 2.
    Total Carnage 25% for 11s On finishing an Elite or stronger combatant, plus an instant 100 HP and health regen. Slayer Baron Apothecary Satchel, column 1.
    Heavy Ordnance Regeneration 25% for 15.5s 8 Machine Gun hits or 2 Rocket hits within 7 seconds, plus 85% grenade and melee regen. Tablet of Ruin, column 3. The longest artifact DR uptime.
    Shoulder to Shoulder 25% for 10s Sustained precision damage while within 15 metres of 2 or more allies. Implement of Curiosity, column 2.
    Press The Advantage guard resist Swords gain extra guard resistance (plus stability, handling, reload) after breaking a shield; exact amount untested. Hunter's Journal or Encrypted Data Disk, column 1. Pairs with Stronghold. Not in the calculator: it protects your sword guard, not your health bar.
    The hidden "Resist" buff x1 10% / x2 25% / x3 40% / x4 50% Most artifact and exotic DR runs through one shared internal buff with these stack values. Sources granting the same Resist buff do not multiply with each other, but the buff multiplies with everything else here: mods, Woven Mail, your Super.

    Artifact mods that keep your buffs up

    Wind Chill enables Frost Armor Rapid Stasis weapon hits grant a stack. Works on any subclass, so a Stasis SMG feeds Frost Armor to an Arc build. Slayer Baron, column 1.
    Fever and Chill enables Frost Armor + Radiant Stasis precision hits grant Frost Armor; Solar precision hits grant Radiant. Queensfoil Censer or Implement of Curiosity, column 1.
    Frost Renewal more Frost Armor Taking critical damage while Frost Armor is up freezes nearby combatants and grants Frost Armor to you and allies. Slayer Baron column 2, or Implement column 1.
    To Shreds ally Woven Mail Killing severed targets drops a hotspot that grants nearby allies Woven Mail. Queensfoil Censer or Tablet of Ruin, column 3.
    Squad Goals shares your buffs Finishers share your Amplified, Woven Mail, or Devour with nearby allies. NPA Repulsion Regulator, column 3.
    Amped Up / Flashover more Amplified Amped Up extends Amplified uptime (NPA, column 1). Flashover makes max Bolt Charge grant Amplified (Tablet of Ruin, column 2).
    Protective Breach / Void Hegemony / Maligned Harvest overshields Void Breach pickups, weakened kills, or applying Weaken each grant a Void Overshield, on NPA column 2, Hunter's Journal column 2, and Tablet of Ruin column 2 respectively.

    Healing (survivability, but not damage resistance)

    Restoration x1 / x2 35 / 50 HP per second Uninterruptible healing for up to 15 seconds. Not resistance, but resistance stretches it: at 60% DR, Restoration x2 out-heals about 125 raw damage per second.
    Cure 60 HP per stack Instant burst heal, 1 second cooldown between activations.
    Devour (Void) full heal on kill Kills fully restore health and extend the buff. Sustain, not resistance.
    Radiant (Solar) no DR A 20% weapon damage buff, plus 10% more against Champions. Purely offensive; it never reduced incoming damage in the final sandbox.

    Activity-specific armor mods

    Dreambane mods (Shadowkeep) 5% per mod Against Nightmare bosses only, up to 25% with 5 mods.
    Resistant Tether (Deep Stone Crypt) 5% per mod While tethered to a Vex cube in the raid, up to 25%.
    Taken Barrier (Last Wish) 20% for 10s After taking damage from a Taken combatant.
    Old Gods' Boon (raid mod) 10 / 20 / 30 / 40% While carrying the encounter relic, scaling with mod copies.

    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.

    Want more Destiny, period?

    Join the fight for Destiny 3