Comprehensive Damage Resistance Guide for Beyond Light [Destiny 2]



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Destiny 2 Beyond Light – Comprehensive Damage Resistance Guide in Beyond Light / All New Values. How ALL New Mods, Resists, Damage Reductions, Resilience, Barriers, Various Mods & Weapons Work in Destiny 2. How much you get from Sniper Resist, Melee Resist, Concussive Dampener, Resilience, Riskrunner, Arc Resistance, Solar Resistance, Void Resistance, Riskrunner, Overload, Warmind’s Protection, Stronghold, Roaming Supers, Disruption, Protective Light, Contraverse Hold and Striking Light Complete Guide. In the pinned comment is all the exact values for each of these. Details and timestamps below.

This is an updated video guide to the one I made last season before Beyond Light. A lot of these values have changed for the better, and there’s a lot less to deal with overall. Timestamps below.

00:00 – Introduction
00:26 – Testing Method
01:14 – Concussive Dampener
01:23 – Melee Damage Resistance
01:32 – Concussive & Melee
01:41 – Arc Damage Resistance
01:51 – Void Damage Resistance
02:00 – Solar Damage Resistance
02:09 – Sniper Damage Resistance
02:18 – Sniper & Elemental Resistance
02:27 – Resilience
02:38 – Overload Rounds / Disruption
02:47 – Warmind’s Protection
02:56 – Protective Light
03:06 – Striking Light While Sprinting
03:15 – Riskrunner
03:24 – Contraverse Hold Exotic
03:33 – Stronghold Exotic & Sword Blocking
03:42 – Hunter Roaming Supers
03:51 – Warlock Roaming Supers
04:01 – Titan Roaming Supers
04:10 – Final Summary & Recap
05:48 – Special Thanks

PC setup:
MSI MPG Z490 Mobo, i9-10900k CPU, RTX 2080 Super GPU, 64GB DDR4 3200 C16 Ram, 1TB NVMe M.2 SSD, 8TB HDD

Keybindings can be seen here: https://youtu.be/RYtWyYUr9B8

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24 thoughts on “Comprehensive Damage Resistance Guide for Beyond Light [Destiny 2]”

  1. All of the exact numbers and testing methods for those who are interested.

    Concussive Dampener (Kalli stomp) (270 pixels of damage):
    67/270 = 0.2481 (24.81%)
    108/270 = 0.4 (40%)

    Melee Resist (Kalli stomp) (270 pixels of damage):
    65/270 = 0.2407 (24.07%)
    108/270 = 0.4 (40%)

    Melee Resist & Concussive Dampener:
    116/270 = 0.4296 (42.96%)

    ===================================

    Arc Resist (Fallen Vandal Sniper 2 shots) (169 pixels of damage):
    42/169 = 0.2485 (24.85%)
    67/169 = 0.3964 (39.64%)

    Void Resist (Taken Hobgoblin 2 shots) (266 pixels of damage):
    66/266 = 0.2481 (24.81%)
    106/266 = 0.3985 (39.85%)

    Solar Resist (Taken Vandal Sniper 1 shot) (155 pixels of damage):
    38/155 = 0.2452 (24.52%)
    62/155 = 0.4 (40%)

    Sniper Resist (Taken Vandal Sniper 1 shot) (155 pixels of damage):
    37/155 = 0.2387 (23.87%)
    62/155 = 0.4 (40%)

    Sniper & Solar Resist:
    66/155 = 0.4258 (42.58%)

    ====================================

    Resilience (Kalli stomp) (270 pixels of damage):
    * resilience actually increases your health, but we're going to treat it as damage reduction instead.
    2/270 = 0.0074 (0.74%)
    4/270 = 0.0148 (1.48%)
    7/270 = 0.0259 (2.59%)
    9/270 = 0.0333 (3.33%)
    11/270 = 0.0407 (4.07%)
    15/270 = 0.0556 (5.56%)
    19/270 = 0.0703 (7.03%)
    23/270 = 0.0852 (8.52%)
    27/270 = 0.1 (10%)
    31/270 = 0.1148 (11.48%)

    ====================================

    Disruption / Overload (Taken Vandal Sniper 1 shot) (155 pixels of damage):
    67/155 = 0.4323 (43.23%)

    ===================================

    Warmind's Protection (Taken Vandal Sniper 1 shot) (155 pixels of damage):
    77/155 = 0.4968 (49.68%)

    ===================================

    Protective Light (Taken Vandal Sniper 3 shots) (378 pixels of damage*):
    * this one is tricky as the red part of your health is worth more per pixel compared to the white part. As such, you need to compare damage that's only within the red part (and the mod only procs then).

    1 red bar shot, no buff: 378-307 = 71
    1 red bar shot, protective light buff = 342-307 = 35
    35/71 = 0.4930 (49.3%)

    ===================================

    Striking Light (Kalli stomp) (261 pixels of damage):
    65/261 = 0.2490 (24.9%)

    ===================================

    Riskrunner (Fallen Vandal Sniper 2 shots) (169 pixels of damage):
    * riskrunner only applies after taking arc damage initially. So you have to calculate the damage difference on the second shot. 1 shot = 85 damage, 2 shots (with Riskrunner) = 127.
    127-85 = 42, 42/85 = 0.4941 (49.41%)

    ===================================

    Contraverse Hold (Kalli stomp) (261 pixels of damage):
    52/261 = 0.1992 (19.92%)

    ===================================

    Stronghold Sword Block (Kalli stomp) (259 pixels of damage):
    207/259 = 0.7992 (79.92%)

    ===================================

    Hunter Supers (Kalli stomp) (270 pixels of damage):
    Golden Gun – 108/270 = 0.6 (60%)
    Spectral Blade – 218/270 = 0.8074 (80.74%)
    Arcstrider – 219/270 = 0.8111 (81.11%)

    ===================================

    Warlock Supers (Kalli stomp) (261 pixels of damage):
    Dawnblade – 210/261 = 0.8046 (80.46%)
    Nova Warp – 210/261 = 0.8046 (80.46%)
    Stormcaller – 212/261 = 0.8123 (81.23%)
    Shadebinder – 210/261 = 0.8046 (80.46%)

    ===================================

    Titan Supers (Kalli stomp) (259 pixels of damage):
    Burning Maul – 213/259 = 0.8224 (82.24%)
    Sunbreaker – 208/259 = 0.8031 (80.31%)
    Sentinel – 210/259 = 0.8108 (81.08%)
    Fist of Havoc – 210/259 = 0.8108 (81.08%)
    Behemoth – 217/259 = 0.8378 (83.78%)

    Reply
  2. Question, eso. Why not record audio for these videos? It's A LOT easier to take in this much info when there's a voice behind the explanation. Hope to hear you one day. Keep up the awesome work either way

    Reply
  3. Doesn't the spectral blades hunter super have different damage reduction stats depending if you are invisible or not?

    I thought being invisible provides more damage reduction ever since bungie did some balancing to the super and Fallout Plays releasing that video about which sniper best kills what roaming super.

    Reply
  4. Resilience in PVE reduces 11% damage only? My God in PVE that stat is useless if you're not a Titan. Bungie should give us back the system where we can put C. Damp., resistances and protections on all three slots of armor, I'd forfait stat boosts and even some ammo finder, reloading, reserves and scavenging perk for these.

    Reply

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