Resilience
Resilience is an armor stat. It determines Titan class ability cooldown and the damage resistance against combatants and when breaking out of Stasis.
Contents
Resilience Tiers
Resilience Tier | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
---|---|---|---|---|---|---|---|---|---|---|---|
Health | 70 | ||||||||||
Shield | 115 | 116 | 117 | 118 | 119 | 120 | 122 | 124 | 126 | 128 | 130 |
Shield Capacity Increase | 0% | 1% | 2% | 3% | 4% | 5% | 6% | 8% | 10% | 12% | 13% |
Total HP | 185 | 186 | 187 | 188 | 189 | 190 | 192 | 194 | 196 | 198 | 200 |
- Note: Shield Capacity Increase is as quoted in game
Changing Resilience
The primary source of Resilience is from a player's armor. There are multiple options to increase Resilience.
Mods
Mods form the primary way to increase Resilience outside of intrinsic armor stats.
Mod | Resilience Increase |
---|---|
Resilience Mod | +10 |
Minor Resilience Mod | +5 |
Resilience-Forged* | +3 |
* Requires the Artifice Armor perk to drop before the mod can be socketed.
Fragments
Certain Fragments can increase Resilience while others can decrease Resilience.
Fragment | Resilience Changes |
---|---|
Echo of Leeching | +10 |
Echo of Persistence | -10 (Titans only) |
Ember of Empyrean | -10 |
Ember of Mercy | +10 |
Ember of Wonder | +10 |
Spark of Feedback | +10 |
Spark of Focus | -10 (Titans only) |
Whisper of Conduction | +10 |
Whisper of Impetus | +10 |
Thread of Binding | +10 |
Thread of Warding | -10 |
Change in Gun Interactions
While differences in Guardian health between tiers is minimal, in the Crucible the minor differences change important gun interactions. In general, higher tiers of resilience will cause certain architypes to increase the number of headshots required to reach optimal Time to Kill(TTK) or outright require more shots to land. For example, an Aggressive Frame Hand Cannon can kill with 1 Head shot + 2 Body shots up to 4 Resilience. A guardian with 5 Resilience can survive this interaction which means that the interaction changes to 2 Head + 1 Body shot.
Hand Cannons
Frame | RPM | Head | Body | Damage |
---|---|---|---|---|
Aggressive | 120 | 1 | 2 | 191 |
Adaptive | 140 | 2 | 1 | 187 |
Precision | 180 | 2 | 2 | 190 |
Scout Rifles
Frame | RPM | Head | Body | Damage |
---|---|---|---|---|
High-Impact | 150 | 3 | 0 | 204 |
Precision | 180 | 3 | 1 | 200 |
Lightweight | 200 | 3 | 1 | 193 |
Rapid Fire | 260 | 4 | 0 | 188 |
Rapid Fire | 260 | 3 | 2 | 197 |
Pulse Rifles
Frame | RPM | Head | Body | Damage |
---|---|---|---|---|
High-Impact | 340 | 4 | 2 | 188 |
Adaptive | 390 | 5 | 2 | 195 |
Lightweight | 450 | 7 | 1 | 191 |
Aggressive | 450 | 6 | 2 | 194 |
Rapid Fire | 540 | 8 | 0 | 192 |
Rapid Fire | 540 | 7 | 2 | 196 |
Minimum Required to Always Kill
- High-Impact (150rpm): 3HS (204 dmg).
- Precision (180rpm): 3HS 2BS (235 dmg).
- Lightweight (200rpm): 4HS (216 dmg).
- Rapid-Fire (260rpm): 4HS 1BS (216 dmg).
- High-Impact (340 rpm): 5HS 1BS (202 dmg).
- Adaptive (390 rpm): 6HS 1BS (206 dmg).
- Lightweight (450 rpm): 7HS 2BS (207 dmg).
- Aggressive (450 rpm): 7HS 1BS (205 dmg).
- Rapid-Fire (540 rpm): 8HS 1BS (206 dmg).
- Aggressive (120 rpm): 2HS 1BS (232dmg).
- Adaptive (140 rpm): 3HS (210dmg).
- Precision (180 rpm): 3HS 1Bs (209 dmg).
- Precision (600 rpm): 9 HS (207 dmg)
- Aggressive (750 rpm): 9HS 1 BS(213 dmg)
- Adaptive (900 rpm): 9HS 3BS (204 dmg)
- Lightweight (900 rpm): 9HS 3BS (204 dmg)
- Precision (260 rpm): 3 HS 1 BS (209 dmg)
- Adaptive (300 rpm): 4 HS (204 dmg)
- Aggressive Burst (325 rpm): 4 HS 1 BS (213 dmg)
- Lightweight (360 rpm): 4 HS 1 BS (211 dmg)
- Suros Rapid-Fire (450 rpm): 6 HS (210 dmg)
- Adaptive Burst (491 rpm): 6 HS 1 BS (212 dmg)
- High-Impact (360 rpm): 6 HS (210 dmg)
- Precision (450 rpm): 7 HS (203 dmg)
- Adaptive (600 rpm): 9 HS (207 dmg)
- Rapid-Fire (720 rpm): 10 HS 1 BS (213 dmg)
Notes
References
- ↑ "Weapon Stats Spreadsheet." Destiny Massive Breakdowns, maintained by Mercules904, Beyond Light, Accessed 15 May 2021.
Stats | ||||
---|---|---|---|---|
Weapon Stats | Attack • Impact • Range • Stability • Handling • Reload Speed • Blast Radius • Velocity • Charge Time • Swing Speed • Guard Resistance • Guard Endurance • Charge Rate • Magazine • Rounds Per Minute • Draw Time • Accuracy • Zoom • Inventory Size • Aim Assistance • Recoil Direction • Airborne Effectiveness • Shield Duration | |||
Armor Stats | Defense (Armor) • Mobility • Resilience • Recovery • Discipline • Intellect • Strength |