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* Most of the above applies in ''TabletopGame/{{Pathfinder}}'' as well, but with an extra wrinkle: some creatures, most often [[ScienceFantasy Numerian robots]], have hardness that combined DR and energy resistance -- excluding specific weaknesses and {{Armor Piercing Attack}}s, ''everything'' does reduced damage.


* Armour in ''VideoGame/{{Fallout}}'' titles typically have two stats for each type of damage: Damage Threshold and Damage Resistance. Damage Threshold reduces damage received by a certain amount for each attack, while Damage Resistance reduces what's left by a percentage. ''Fallout 3'' only used Damage Resistance, but ''New Vegas'' brought back Damage Threshold with one quirk: It reversed the calculation order, so that DR reduces incoming damage before DT. Appropriately, DR is a lot harder to come by, banished to the realms of Med-X and [[SecretAIMoves select NPCs]], but stacking multiple chems while wearing good armor can make you an ImplacableMan. Another change is that the [[ScratchDamage minimum]] amount of damage you can take is 20%, rather than the 15% of ''Fallout 3''[[labelnote:Technically]]DT alone can only reduce damage by 80%, but this is after the reduction from Damage Resistance (which still has the 85% cap). Max DT and DR can thus stack together, reducing final damage to a whopping '''3'''%.[[labelnote]]. Of course you could always mod it...

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* Armour in ''VideoGame/{{Fallout}}'' titles typically have two stats for each type of damage: Damage Threshold and Damage Resistance. Damage Threshold reduces damage received by a certain amount for each attack, while Damage Resistance reduces what's left by a percentage. ''Fallout 3'' only used Damage Resistance, but ''New Vegas'' brought back Damage Threshold with one quirk: It reversed the calculation order, so that DR reduces incoming damage before DT. Appropriately, DR is a lot harder to come by, banished to the realms of Med-X and [[SecretAIMoves select NPCs]], but stacking multiple chems while wearing good armor can make you an ImplacableMan. Another change is that the [[ScratchDamage minimum]] amount of damage you can take is 20%, rather than the 15% of ''Fallout 3''[[labelnote:Technically]]DT alone can only reduce damage by 80%, but this is after the reduction from Damage Resistance (which still has the 85% cap). Max DT and DR can thus stack together, reducing final damage to a whopping '''3'''%.[[labelnote]].[[/labelnote]]. Of course you could always mod it...


* Armour in ''VideoGame/{{Fallout}}'' titles typically have two stats for each type of damage: Damage Threshold and Damage Resistance. Damage Threshold reduces all damage received by a certain amount, while Damage Resistance reduces what's left by a percentage. ''Fallout 3'' only used Damage Resistance, but ''New Vegas'' brought back Damage Threshold with one quirk. It reversed the calculation order, so that DR reduces incoming damage before DT. Appropriately, DR is a lot harder to come by, banished to the realms of Med-X and [[TheComputerIsACheatingBastard select NPCs]]. Another change is that the [[ScratchDamage minimum]] amount of damage you can take is 20%, rather than the 15% of ''Fallout 3''. Of course you could always mod it...

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* Armour in ''VideoGame/{{Fallout}}'' titles typically have two stats for each type of damage: Damage Threshold and Damage Resistance. Damage Threshold reduces all damage received by a certain amount, amount for each attack, while Damage Resistance reduces what's left by a percentage. ''Fallout 3'' only used Damage Resistance, but ''New Vegas'' brought back Damage Threshold with one quirk. quirk: It reversed the calculation order, so that DR reduces incoming damage before DT. Appropriately, DR is a lot harder to come by, banished to the realms of Med-X and [[TheComputerIsACheatingBastard [[SecretAIMoves select NPCs]]. NPCs]], but stacking multiple chems while wearing good armor can make you an ImplacableMan. Another change is that the [[ScratchDamage minimum]] amount of damage you can take is 20%, rather than the 15% of ''Fallout 3''.3''[[labelnote:Technically]]DT alone can only reduce damage by 80%, but this is after the reduction from Damage Resistance (which still has the 85% cap). Max DT and DR can thus stack together, reducing final damage to a whopping '''3'''%.[[labelnote]]. Of course you could always mod it...


* In ''VideoGame/SinsOfASolarEmpire'', capital ships and bigger things get damage reduction from two sources: armour and shields (while they're up). Between the damage reduction and [[HealingFactor self-repair]], putting down a capital ship and higher is a pretty tough task.

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* In ''VideoGame/SinsOfASolarEmpire'', capital ships and bigger things get damage reduction from two sources: armour armor and shields (while they're up). Between the damage reduction and [[HealingFactor self-repair]], putting down a capital ship and higher is a pretty tough task.
* ''VideoGame/FireEmblemAwakening'' and ''VideoGame/FireEmblemFates'' have a couple of skills that work like this. Pavise can potentially halve the damage from an incoming physical attack, while Aegis can halve magical damage.
* ''Franchise/{{Pokemon}}'' has the Barrier, Reflect, and Light Screen moves. The former two reduce physical damage, while the latter reduces special damage.


* In ''Spycraft'', damage reduction is the armor mechanic, with "armor" and "armor penetration" forming a parallel defensive system to the usual d20 armor class stuff.

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* In ''Spycraft'', ''TabletopGame/{{Spycraft}}'', damage reduction is the armor mechanic, with "armor" and "armor penetration" forming a parallel defensive system to the usual d20 armor class stuff.



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* In ''VideoGame/SinsOfASolarEmpire'', capital ships and bigger things get damage reduction from two sources: armour and shields (while they're up). Between the damage reduction and [[HealingFactor self-repair]], putting down a capital ship and higher is a pretty tough task.


The TropeMaker here is a little hard to place, as many/most TabletopGames miniatures games use some sort of Armor Rating to reduce damage, but the TropeCodifier is without a doubt ''TabletopGame/DungeonsAndDragons'' (third Ed and above), which uses it to a large extent, and is responsible for the tradition of "magic fire beats DR." In fact, you could argue that the TropeMaker is ''RealLife'', because this trope is basically what humans invented armour to do.

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The TropeMaker here is a little hard to place, as many/most TabletopGames miniatures games use some sort of Armor Rating to reduce damage, but the TropeCodifier is without a doubt ''TabletopGame/DungeonsAndDragons'' (third Ed and above), which uses it to a large extent, and is responsible for the tradition of "magic fire beats DR." In fact, you could argue that the TropeMaker is ''RealLife'', because this trope is basically what humans invented armour to do.



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* The chief purpose of armor in ''TabletopGame/PlanetMercenary'' is to reduce incoming damage by the listed Damage Reduction value.


* Armor in ''VideoGame/{{Overwatch}}'' works by removing a percentage of damage from incoming attacks, with the removed damage being subtracted from the armor.

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* Armor in ''VideoGame/{{Overwatch}}'' works by removing subtracting 5 from any instance of incoming damage, or halving it, depending on which would result in damage reduction having the lesser effect.
** There are also several buffs that reduce
a percentage of damage from incoming attacks, with the removed damage. The most interesting examples are Orisa's Fortify, which halves incoming damage being subtracted from for a few seconds (among other things), and Ana's Nano Boost, which applies a buff to an ally which halves incoming damage for a few seconds (among other things). Consider not only that these stack, but that Orisa has the armor.aforementioned armor, and you can see how a nigh-unkillable Orisa can exist.


* ''VideoGame/{{Iji}}'' has the "Suppression" trait, unlocked by maxing out the Health stat, which reduces any HP damage by one, to a minimum of one. One boss has a 5HP attack that has both a flag for ignoring all defenses (MercyInvincibility, Suppression, etc.) and a special code for not ignoring Suppression after all.

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* ''VideoGame/{{Iji}}'' has the "Suppression" trait, unlocked by maxing out the Health stat, stat (to a maximum of 20HP), which reduces any HP damage by one, to a minimum of one. One boss has a 5HP attack that has both a flag for ignoring all defenses (MercyInvincibility, Suppression, etc.) and a special code for not ignoring Suppression after all.



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* The ''Franchise/FinalFantasy'' games typically has the Protect and Shell spells, which reduces damage from physical and magical damage respectively.
* ''VideoGame/FinalFantasyXIV'' have tanks that have abilities whose purpose is to reduce incoming damage for a few seconds. Since a tank's job is to soak up damage, having damage reducing abilities makes their job easier. Healers have barriers which absorb a certain amount of damage before the barrier breaks.



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* Armor in ''VideoGame/{{Overwatch}}'' works by removing a percentage of damage from incoming attacks, with the removed damage being subtracted from the armor.

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* In ''TabletopGame/TheWitcherGameOfImagination'' armour, both natural and crafted, works this way. If the target is hit, the damage is reduced by a certain value, depending on the type and/or layers of armour. Can lead to situations when no damage is dealt at all. [[BoringButPractical Shields]] are special in this regard, as they both provide armour value ''and'' rise defenses, making it in the same time harder to hit their wielders.


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* NewHorizon has armor... and specific attacks penetrate the armor, as well as attacks that go overboard.

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* NewHorizon ''TabletopGame/NewHorizon'' has armor... and specific attacks penetrate the armor, as well as attacks that go overboard.



** {{Exalted}} also has a "hardness" trait for armour, meaning that if the raw (pre-soak) damage doesn't reach the threshold designated by the hardness of the armour, no damage at all is rolled. This, however, is a fairly low number, and if the raw damage reaches or surpasses this threshold it isn't taken into account at all, instead you have to soak for any damage reduction.

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** {{Exalted}} TabletopGame/{{Exalted}} also has a "hardness" trait for armour, meaning that if the raw (pre-soak) damage doesn't reach the threshold designated by the hardness of the armour, no damage at all is rolled. This, however, is a fairly low number, and if the raw damage reaches or surpasses this threshold it isn't taken into account at all, instead you have to soak for any damage reduction.

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