Maximizing Your Damage Absorption
In the tradition of the other Dressing For Success articles, this is a guide to maximizing damage absorption.
Damage Absorption reduces the damage you take by a factor of (√(DA/10)-1) * 10%, but capped at 90%, which is reached at 1000 points of DA. Note that DA is completely separate from Damage Reduction, which acts prior to DA.
|Ultra rares and Raffle House/Radio prizes||Tradable and still obtainable, but rare|
|Semi-rares and war hero drops|
|Mr. Store/KoL Con accessible derivatives||Tradable (directly or ingredients or zone access consumable), unlimited generation to those who own source, source no longer obtainable|
|Mr. Store/KoL Con items and inaccessible derivatives||Tradable, but no longer obtainable|
|Other limited time content|
|Clan Dungeon non-tradables||Untradable, but still obtainable|
|Non-tradables from past holidays and world events||Untradable, and no longer obtainable|
|*||Single-equip restriction, or two-handed/three-handed weapon|
|^||Equipment disappears at the end of the day or the equipment (or its associated enchantment) has a limited duration|
- Since DA is capped at 1000, players might wish to use less powerful (but perhaps more reliable, or enchanted differently) equipment than listed above. (In fact, with Hammertime, a player can max out with just a 200 power hat and 200 power pants.)