Two types of damage, how does DR work?


Rules Questions


Hey guy and gals,

Spotted that the corpsefolk have an acid dart rifle that does Acid and Peircing damage.

Would that work a bit like flamestrike in PF, where if you have resistance to fire, but not radiant you only reduce one half of the damage?

Example, my Solarian has DR=level and got hit. Would his DR only apply to half the damage?


For players, most weapons that deal multiple types of damage specify how much is one type or the other. I presume that the dart deals the piercing and an added effect deals the acid.

Corpsefolk weren't in Alien Archive for me to check, so I assume that they're in the APs somewhere? Can you copy oaste the full weapon entry? It may gleam more information.


The acid dart rifle line is from the crb and is a projectile longarm weapon dealing piercing and acid damage.

The rules for weapon damage state that weapons that deal two types consider the damage split evenly between the two types.

I did a quick read of energy resistance and DR don't say anything about weapons that deal multiple damage types.

Following that I'd say since the half the damage is piercing and half the damage is acid, then DR cannot reduce that damage by more than half, no matter how high the dr is. The same would apply to acidc resistance. If a creature has both then it could mitigate all the damage.


Thanks Sir. Have too many games on the go, it didn't occur to me to check the CRB for some reason. >_>

Yeah, in an example, say the rifke ended up dealing a total of 12 damage, 6 would be piercing, 6 would be acid. Your DR would reduce from the piercing but not more than the piercing total.

The advantage, if you has DR and ER Acid, then both would apply simultaneously, which is neat. :3


You are correct. If an attack deals 20 damage, 10 of which is piercing and 10 of which is acid, Damage Reduction (which only applies to physical attacks) can't reduce more than half the damage of the attack no matter how strong the DR is.

This is, incidentally, the main value of getting multi-element attacks as a player. You're in trouble if a creature resists both (and should have a completely different element on a backup attack for that very reason), but most creatures will take at least some damage from your attacks.


GM Rednal wrote:

You are correct. If an attack deals 20 damage, 10 of which is piercing and 10 of which is acid, Damage Reduction (which only applies to physical attacks) can't reduce more than half the damage of the attack no matter how strong the DR is.

This is, incidentally, the main value of getting multi-element attacks as a player. You're in trouble if a creature resists both (and should have a completely different element on a backup attack for that very reason), but most creatures will take at least some damage from your attacks.

Conversely however, if the enemy has both DR and Acid resist then the acid/piercing weapon is strictly worse than a pure piercing or acid weapon.


Thanks people. The Corpsefolk are indeed from an AP, and carry 2 split damage weapons. Think my party is going to struggle. Looking forward to the ramp up at lvl 11-12 which seems to be significant in both enemy damage and tactics.


Honestly, I feel like split-damage gear is weaker for enemies. XD If players are paying attention and looking at the weapons - and their acid bits should definitely be described - they may be able to conjure up some sort of energy resistance. Blocking physical damage that way tends to be harder.


GM Rednal wrote:
Honestly, I feel like split-damage gear is weaker for enemies. XD If players are paying attention and looking at the weapons - and their acid bits should definitely be described - they may be able to conjure up some sort of energy resistance. Blocking physical damage that way tends to be harder.

Would be true if not for the electrical gauntlets they have too. Additionally, it’s just the start of a very very long slog in which wasting energy resistance to acid would be a mistake. Every type of damage comes up with next to no time to rest get spells back


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

This is why I take Enhanced Resistance (physical) and equip an electrostatic field, sonic dampener, and thermal capacitor on all my characters. Uses up hardly any resources and makes you damn hard to kill.


Ravingdork wrote:
This is why I take Enhanced Resistance (physical) and equip an electrostatic field, sonic dampener, and thermal capacitor on all my characters. Uses up hardly any resources and makes you damn hard to kill.

If you're doing the Sonic Dampener you might as well consider the Filtered Rebreather for 5 acid resistance and +2 to poison/disease saves. If I can only have one, I want the rebreather.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Ooh, I wasn't aware of that one! Thanks!


Ravingdork wrote:
Ooh, I wasn't aware of that one! Thanks!

When you're high level/rich take a look at the Resistant Hide biotech augmentation in Armory. It can provide one form of permanent energy resistance from 2-15, and most importantly you can choose acid or sonic.


Or better yet, a mechanic with improved resistant energy. With that, enhanced resistance feat, thermal capacitor, electrostatic field, you take less damage from all regular types.


Ravingdork wrote:
This is why I take Enhanced Resistance (physical) and equip an electrostatic field, sonic dampener, and thermal capacitor on all my characters. Uses up hardly any resources and makes you damn hard to kill.

That would be all your armour upgrade slots though. While it certainly decreases incoming damage, you lose some versatility.


...This is fine? XD Rather, I sort of like the idea of being able to pick a spot on a spectrum between "full protection" and "full utility". That seems like a nice, meaningful choice - without making characters a bit too strong by giving them everything.


Xeall wrote:
Ravingdork wrote:
This is why I take Enhanced Resistance (physical) and equip an electrostatic field, sonic dampener, and thermal capacitor on all my characters. Uses up hardly any resources and makes you damn hard to kill.
That would be all your armour upgrade slots though. While it certainly decreases incoming damage, you lose some versatility.

Depends on your race, armor, and level. I think max armor slots is 8 (heavy level 20 option plus android) without playing games putting light armor inside power armor with layered and somewhat stacking armor mods.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Xeall wrote:
Ravingdork wrote:
This is why I take Enhanced Resistance (physical) and equip an electrostatic field, sonic dampener, and thermal capacitor on all my characters. Uses up hardly any resources and makes you damn hard to kill.
That would be all your armour upgrade slots though. While it certainly decreases incoming damage, you lose some versatility.

True that. However, new options are also being released that expand upon armor upgrade slots all the time.

Looks like you can get an armor with as many as 7 slots by level 12 (which is just fine, as you probably won't be able to afford filling all the slots before then). An android gets a "racial" armor slot. The operative exploit, Armor Optimizer, adds 1 more. The enhanced tank ability of the armor storm soldier adds yet another.

That's 10. I'm sure I've missed a couple of other options.

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