Resistances and multiple damage types


Rules Discussion


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

If my exemplar Strikes a skeleton with a slashing weapon, and substitutes bludgeoning damage for his Spirit damage with Energized Spark, what happens when resistances and weaknesses are applied?

Let's say, for example that it is a "brittle" skeleton with Weakness 5 to bludgeoning damage and Resistance 5 to slashing damage and my base damage rolls are 13 slashing and 2 bludgeoning.


You're not confusing Energized Spark with Gleaming Blade, are you? Because the weapon's physical damage remains physical, Energized Spark only changes the extra damage that comes in the form of spirit damage to other damage types, but not the weapon's base damage.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
YuriP wrote:
You're not confusing Energized Spark with Gleaming Blade, are you? Because the weapon's physical damage remains physical, Energized Spark only changes the extra damage that comes in the form of spirit damage to other damage types, but not the weapon's base damage.

I was thinking of the spirit damage from the 7th-level class ability, Spirit Striking, actually (which is essentially a variation of weapon specialization tailored to better fit the exemplar's interesting abilities).


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

13 slashing does 8 after resistance.

2 Bludgeoning does 7 after weakness.

A total of 15 happens.

I don't see anything in Spirit Striking or Energized Spark that would cause it to not work normally.


Ravingdork wrote:
YuriP wrote:
You're not confusing Energized Spark with Gleaming Blade, are you? Because the weapon's physical damage remains physical, Energized Spark only changes the extra damage that comes in the form of spirit damage to other damage types, but not the weapon's base damage.
I was thinking of the spirit damage from the 7th-level class ability, Spirit Striking, actually (which is essentially a variation of weapon specialization tailored to better fit the exemplar's interesting abilities).

But Spirit Striking doesn't change your weapon damage it just adds 2 extra spirit damage points. So if your opponent have some kind of physical resistance to your weapon this resistance still applies to your weapon physical damage value but not to your 2 extra spirit damage (or whatever damage type you choose with Energized Spark except the same that the creature has for resistance. It's the exactly same mechanics of an extra damage of a property rune.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Yes, well if it's all considered one source of damage, rather than two, then things change, doesn't it?

We really need to define "sources" or "instances" of damage.

Otherwise, no one will know for sure how these rules are intended to work.


Currently we use Mark's interpretation from playtest time, How It's Played, and FoundryVTT where each damage type creates a new, separate "instance" to be resolved in IWR.

No one knows if it's official (because Paizo has never said anything officially), but it's currently the least problematic rule regarding IWR because it allows weaknesses and resistances to act separately.

Grand Lodge

Ravingdork wrote:

Yes, well if it's all considered one source of damage, rather than two, then things change, doesn't it?

We really need to define "sources" or "instances" of damage.

Otherwise, no one will know for sure how these rules are intended to work.

Even if it did, that would still be the highest weakness and the highest resistance and have the exact same effect.


YuriP wrote:

Currently we use Mark's interpretation from playtest time, How It's Played, and FoundryVTT where each damage type creates a new, separate "instance" to be resolved in IWR.

No one knows if it's official (because Paizo has never said anything officially), but it's currently the least problematic rule regarding IWR because it allows weaknesses and resistances to act separately.

Yes it does seem to be the simplest way forward.

However when does shield blocking happen?


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Gortle wrote:
YuriP wrote:

Currently we use Mark's interpretation from playtest time, How It's Played, and FoundryVTT where each damage type creates a new, separate "instance" to be resolved in IWR.

No one knows if it's official (because Paizo has never said anything officially), but it's currently the least problematic rule regarding IWR because it allows weaknesses and resistances to act separately.

Yes it does seem to be the simplest way forward.

However when does shield blocking happen?

Since the trigger is when you "would take damage", it must happen after resistance/weakness, its best not to over think how this would look, its a balance/gameification of the mechanic that make it "not over complicated" with recalculating and stuff.


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Pathfinder Lost Omens, Rulebook Subscriber

I agree with Nelzy.
Shield block triggers when you would take physical damage, so after the amount is determined and before you take it.


We do have language in the book that states that damage is added to seperate pools by default, and instance and pool of damage seems to be used interchangably.

Considering this is the behavior as explained by one of the big 4 designers who kept using this all the way up until the release of the thaumaturge. Even using that behavior in mind for how Exploit Weakness was designed.

Shield block is when you would take damage so you already know how much dmage you take and if it will break your shield... there are some issues with how Foundry resolves things... like how shields with immunity or resistance to damage don't have those immunities or resistances taken into account. Dragonhide shields for example.

I know the reason for this is because they didnt code shield block with damage types in mind, It is already combined into a single non-typed number when calculated.


NorrKnekten wrote:
like how shields with immunity or resistance to damage don't have those immunities or resistances taken into account. Dragonhide shields for example.

(WOW O_O Dragonhide is so mind crushingly terrible it's not even funny: 3 of 4 types give absolutely nothing as objects are already immune to Spirit, Mental, and Poison by being... objects. Not even talking about that you can't even block against any of those types unless you have some feat or other ability)


Errenor wrote:
NorrKnekten wrote:
like how shields with immunity or resistance to damage don't have those immunities or resistances taken into account. Dragonhide shields for example.
(WOW O_O Dragonhide is so mind crushingly terrible it's not even funny: 3 of 4 types give absolutely nothing as objects are already immune to Spirit, Mental, and Poison by being... objects. Not even talking about that you can't even block against any of those types unless you have some feat or other ability)

Before PC2 they were Acid, Cold, Electricity, Poison and Cold.

Which is arguably better, But I dont think the current implementation as accepted by the community is the intended one.

Jason Bulman, Logan Bonner and Mark Seifter discussed this in the Q&A during the Launch About how the order typically depend on the GM but using examples where resistances applying after the shieldblock. They just barely gloss over 'Dragon Scale'.

Its worth remembering that shields will still take mental/spirit damage when blocking an attack that does both physical and mental/spirit if we treat it the way Foundry does it. But at the same time IWR on the shield itself cannot apply during the block in that implementation.

I myself believe these shields are either inteded to;
A. Not take that part of the damage after the player takes the blocked damage.
B. Effectively provide immunity when blocking against that damagetype (Which still needs to be physical attacks unless feats say otherwise)

It absolutely falls into to bad to be true otherwise as its effectively just a less sturdier shield with an 400gp cost not counting the cost of runes.


NorrKnekten wrote:

Its worth remembering that shields will still take mental/spirit damage when blocking an attack that does both physical and mental/spirit if we treat it the way Foundry does it. But at the same time IWR on the shield itself cannot apply during the block in that implementation.

I myself believe these shields are either inteded to;
A. Not take that part of the damage after the player takes the blocked damage.
B. Effectively provide immunity when blocking against that damagetype (Which still needs to be physical attacks unless feats say otherwise)

It absolutely falls into to bad to be true otherwise as its effectively just a less sturdier shield with an 400gp cost not counting the cost of runes.

A. I just can't believe anyone at any time would apply Spirit, Mental, or Poison damage to any shield even if they apply non-physical damage when shield-blocking. Objects are immune already, always. This just can't matter however you rule Shield Block.

If a GM damaged my shield made from any material by those dmg types I would be very upset.


And yet the most common interpretation of shield block and the Foundry implementation has shields take damage equal to the amount the player took after hardness. With no object immunities or IWR of the shield considered since it inherits the players IWR.

So yeah... most people play with shields able to take poison/mental/spirit damage. Otherwise you need to consider types before player IWR when used for shieldblock.

And as said, if drakehide makes the shield immune to damage types its already immune to... somethings gone very wrong at a design level.


Pathfinder Lost Omens, Rulebook Subscriber

That would make me just not want to calculate how much and undo that amount of damage each time.
I might put the player in charge of managing how much less their shield should have taken when those types of damage are present in a physical attack they block.


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Bluemagetim wrote:

That would make me just not want to calculate how much and undo that amount of damage each time.

I might put the player in charge of managing how much less their shield should have taken when those types of damage are present in a physical attack they block.

Absolutely,Immunities and Resistances for shields are quite alot more cumbersome than currently accepted behavior. It requires both that you consider what damage types are prioritized against hardness, And what damage types you "let trough".

I used to have an old solution for this in an old foundry version, but I figured out it clashed with the behavior for Dragon Slayers Shield so I never really updated it. Never had a reason to as no player of mine has picked up such a shield since.

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