Receiving damage: Difference between revisions

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>Umbraall
(Added some brief information for the effectiveness of unlucky)
>Raicss
(Added damage mitigation section and moved elemental shift there)
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NB: When you start adding physical damage from external sources like rings, don't forget that they don't count as 'mace', 'melee', 'bows', etc. for additive mods. However, I've tested and found that supports like melee physical damage still applies.On the other hand, +% elemental damage with weapons seems to work paradoxically for ring mods. [[User:Zharmad|Zharmad]] ([[User talk:Zharmad|talk]]) 21:25, 8 February 2013 (UTC)
NB: When you start adding physical damage from external sources like rings, don't forget that they don't count as 'mace', 'melee', 'bows', etc. for additive mods. However, I've tested and found that supports like melee physical damage still applies.On the other hand, +% elemental damage with weapons seems to work paradoxically for ring mods. [[User:Zharmad|Zharmad]] ([[User talk:Zharmad|talk]]) 21:25, 8 February 2013 (UTC)
==Mitigating the Damage==
After successfully applying a damaging effect to the target, certain modifiers can affect its output to determine the final amount of damage that gets removed from your Life or Energy Shield pool. The process is done in several steps:
'''1)''' Elemental Shift:
* It is possible for a part of incoming damage to change their damage type, after which each part is mitigated separately. It is usually done by utilizing an item which offers the 'damage taken as' property, most notably unique items {{il|Lightning Coil}}, {{il|Cloak of Flame}} or {{il|Incandescent_Heart}}.
* It is important to note it is not damage conversion, as shifted part of damage does not retain its original damage property so it won't get mitigated either twice or by the more favorable method.
'''2)''' Damage Mitigation:
* For [[elemental]] and [[chaos]] damage the appropriate [[resistance]] number is used, physical damage is mitigated by physical damage reduction percentage.
* Physical damage reduction is the sum of [[armor]] damage reduction and those originating from other sources, such as [[Endurance_charge|Endurance charges]], [[Soul of Steel]] notable or {{sl|Summon Chaos Golem}}, it is hard capped to 90%. If some of the incoming damage is shifted to or from physical, the after-shift value is used in armor calculation.
'''3)''' Damage Taken:
* After damage mitigation, modifiers to damage taken are applied. As per usual, flat amounts are applied first and then the sum of all increases and reductions with multipliers applied separately.
* Most common modifiers to damage taken are (with Arctic Armor being the only multiplier):
** [[Shock]] status, {{il|Hyaon's_Fury}}, {{il|Fragile Bloom}} (increased damage taken)
** {{sl|Vulnerability}} (increased physical damage taken, increased damage taken from damage over time)
** {{il|Abyssus}} (increased physical damage taken)
** {{il|Oro's_Sacrifice}} (increased fire damage taken)
** [[Fortify]] buff (reduced damage taken from hits)
** {{il|Ashrend}}, {{il|Bramblejack}}, {{il|Astramentis}} (deduction of physical damage from attacks)
** {{sl|Arctic_Armor}} (less physical damage taken from hits, less fire damage taken from hits)
** [[Leo]]'s crafted mod (reduced damage taken from damage over time)
'''Mitigating Damage over Time''' generally follows the same principle, except for being unaffected by elemental shift and armor (the latter needing a [[hit]] to calculate reduction), other sources of physical damage reduction will apply as usual. As for damage taken step, modifiers that generally affect 'damage taken' or 'damage taken from damage over time' will apply, but 'damage taken from hits' won't.


==Unlucky==
==Unlucky==
If a damage roll is '''unlucky''', the damage calculation will be rolled twice and the lower value will be chosen. Rolls to crit/evade/dodge/block are unchanged and only happen once.<ref>{{cite web|author=Mark_GGG|date=May 13, 2013 4:01 AM|title=p/c new ring lori's lantern|url=http://www.pathofexile.com/forum/view-thread/377182/page/3#p3349323|publisher=Path of Exile Forum|accessdate= September 22, 2013}}</ref> This can effectively reduce damage by up to one third if the damage has a very low minimum, with the benefit decreasing rapidly: Damage with minimum at half the maximum will only be reduced by one ninth. Currently unlucky is only found on the unique ring {{il|Lori's Lantern}}.
If a damage roll is '''unlucky''', the damage calculation will be rolled twice and the lower value will be chosen. Rolls to crit/evade/dodge/block are unchanged and only happen once.<ref>{{cite web|author=Mark_GGG|date=May 13, 2013 4:01 AM|title=p/c new ring lori's lantern|url=http://www.pathofexile.com/forum/view-thread/377182/page/3#p3349323|publisher=Path of Exile Forum|accessdate= September 22, 2013}}</ref> This can effectively reduce damage by up to one third if the damage has a very low minimum, with the benefit decreasing rapidly: Damage with minimum at half the maximum will only be reduced by one ninth. Currently unlucky is only found on the unique ring {{il|Lori's Lantern}}.
==Physical damage taken as elemental==
This is a rare property found on several unique items ({{il|Lightning Coil}} and {{il|Cloak of Flame}}). It goes into effect on receiving the hit, not after physical damage reduction is applied, if any. Incoming physical damage is first split into elemental and physical after which elemental part is mitigated by elemental resistance and physical part by physical damage reduction.
{{il|Darkscorn}} has a {{c|mod|Physical Damage taken as Chaos Damage}} mod.


==References==
==References==

Revision as of 14:29, 13 November 2015

Hit & damage calculation order of effects

There are a number of steps involved in deciding whether an attack hits or not and how much damage is done:

1) Avoiding the hit:

2) Avoiding the damage:

3) Mitigating the damage:

4) Taking the damage:

  • Non-chaos damage is removed from Energy Shield until it's depleted
  • Any remaining damage (including all chaos) is removed from Life

Calculating Damage from gear and passives

(I think this is not exaclt correct. Zharmad (talk) 21:25, 8 February 2013 (UTC))

The general principles of modifier stacking applies here: all additive mods described by increased and decreased/reduced are summed together, and all multiplicative mods described by more, less, and damage-effectiveness are multiplied together. The general formula is therefore:

  • Final damage = (base damage) * (100% from base + all additive mods that apply ) * ( all multiplicative mods )

Let's use an easy and complicated scenario. Here's a character build that you might encounter.


  • I'm a 2-handed sword templar. I will use a 50-100 physical damage sword to level-11 Cleave my enemies, with no support gems. I have:
    • +30% increased physical damage from passives
    • +20% increased physical damage from having 100 strength
    • and no other gear that boosts physical damage (the sword itself has mods, but these are all pre-calculated into the 50-100 range).
    • 70% damage effectiveness from Cleave itself.
    • +30% increased physical damage from level-11 Cleave.
  • We collect all the additives and multipliers together. This yields:
    • Max physical damage = 100 * ( 1.0 + 0.3 + 0.2 + 0.3 ) * (0.7) = 126.

  • Now, I want to use (all level-11) Infernal Blow (IB) + Added Fire Damage (AFD) + Melee Physical Damage with the same sword, using the same physical passives. I'll need to include my elemental damage mods now:
    • +50% increased elemental damage from weapons due to the Catalyse cluster.
    • +10% fire damage amulet.
    • 125% Damage effectiveness from IB itself.
    • 50% physical damage converted to fire damage.
    • +30% increased physical damage from lvl-11 IB.
    • added 30% fire damage from lvl-11 AFD.
    • 40% more damage from lvl-11 melee phys.
  • Damage conversion of IB and damage addition of AFD both work on the assumption that the fire damage originally started out as physical damage (this is important!). This means that they can benefit from your physical passives as well.
  • So we again collect the mods. I'll put the elemental portion in bold, and calculate the AFD separately:
    • Max physical damage of IB = 50 * ( 1.0 + 0.3 + 0.2 + 0.3 ) * ( 1.25 * 1.4 ) = 157.5
    • Max fire damage of IB = 50 * ( 1.0 + 0.3 + 0.2 + 0.3 + 0.5 + 0.1 ) * ( 1.25 * 1.4 ) = 210
    • Max Fire damage of AFD = 30 * ( 1.0 + 0.3 + 0.2 + 0.3 + 0.5 + 0.1 ) * ( 1.25 * 1.4 ) = 126
    • Total = 157.5 + 210 + 126 = 493.5
  • So we find that 30% added are fire damage is of the original 100% physical weapon damage, and not the 50% after IB conversion.

While you might think of calculating the physical damage first, converting it to fire, and then include the elemental additive mods... this leads to a much higher value and goes against the mod stacking philosophy. In general, you can look at a given component and ask: "has this damage ever been X?" If it has been physical because, e.g., you fired the poison arrow from a bow, then +% projectile counts, +% phys from bows count (, etc.) towards your added chaos damage as well as physical damage.

NB: When you start adding physical damage from external sources like rings, don't forget that they don't count as 'mace', 'melee', 'bows', etc. for additive mods. However, I've tested and found that supports like melee physical damage still applies.On the other hand, +% elemental damage with weapons seems to work paradoxically for ring mods. Zharmad (talk) 21:25, 8 February 2013 (UTC)

Mitigating the Damage

After successfully applying a damaging effect to the target, certain modifiers can affect its output to determine the final amount of damage that gets removed from your Life or Energy Shield pool. The process is done in several steps:

1) Elemental Shift:

  • It is possible for a part of incoming damage to change their damage type, after which each part is mitigated separately. It is usually done by utilizing an item which offers the 'damage taken as' property, most notably unique items Module Error: More than one result found for item using search term "item_name = Lightning Coil". Try using the page parameter instead, Cloak of FlameCloak of Flame
    Scholar's Robe
    Energy Shield: (43-53)
    Movement Speed: -3%
    Requires Level 18, 55 Int+(50-75)% to Fire Resistance
    (40-75)% increased Ignite Duration on Enemies
    Reflects 100 Fire Damage to Melee Attackers
    40% of Physical Damage taken as Fire Damage
    He who sows an ember shall reap an inferno.
    or Module Error: No results found for item using search term "item_name = Incandescent_Heart".
  • It is important to note it is not damage conversion, as shifted part of damage does not retain its original damage property so it won't get mitigated either twice or by the more favorable method.

2) Damage Mitigation:

  • For elemental and chaos damage the appropriate resistance number is used, physical damage is mitigated by physical damage reduction percentage.
  • Physical damage reduction is the sum of armor damage reduction and those originating from other sources, such as Endurance charges, Soul of Steel notable or Summon Chaos Golem, it is hard capped to 90%. If some of the incoming damage is shifted to or from physical, the after-shift value is used in armor calculation.

3) Damage Taken:

  • After damage mitigation, modifiers to damage taken are applied. As per usual, flat amounts are applied first and then the sum of all increases and reductions with multipliers applied separately.
  • Most common modifiers to damage taken are (with Arctic Armor being the only multiplier):
    • Shock status, Module Error: No results found for item using search term "item_name = Hyaon's_Fury", Fragile BloomFragile Bloom
      Crimson Jewel
      Limited to: 1Maximum 10 Fragile Regrowth
      0.7% of Life Regenerated per second per Fragile Regrowth
      Lose all Fragile Regrowth when Hit
      Gain 1 Fragile Regrowth each second
      The first green shoots of Spring are the most resilient,
      and the most vulnerable.
      Place into an allocated Jewel Socket on the Passive Skill Tree. Right click to remove from the Socket.
      (increased damage taken)
    • Module Error: Too many skills found with q_where = skill.active_skill_name="Vulnerability". Please choose only one of the following ids:
      IzaroVulnerabilityPylonOnDeath - 40% increased Physical Damage taken, 20% chance to be inflicted with Bleeding when Hit by an Attack, Base duration is 10.00 seconds (page)
      IzaroVulnerability - Base duration is (5.00-6.45) seconds, Cursed enemies take (15-25)% increased Physical Damage, Attacks Hits against Cursed Enemies have 25% chance to inflict Bleeding (page)
      (increased physical damage taken, increased damage taken from damage over time)
    • AbyssusAbyssus
      Ezomyte Burgonet
      Armour: (692-838)Requires Level 60, 138 Str+(20-25) to all Attributes
      Adds 40 to 60 Physical Damage to Attacks
      +(100-125)% to Melee Critical Strike Multiplier
      (100-120)% increased Armour
      (40-50)% increased Physical Damage taken
      When you have slain all of your enemies,
      what is left to fear?
      (increased physical damage taken)
    • Module Error: No results found for item using search term "item_name = Oro's_Sacrifice" (increased fire damage taken)
    • Fortify buff (reduced damage taken from hits)
    • AshrendAshrend
      Buckskin Tunic
      Evasion: (316-442)
      Movement Speed: -3%
      Requires Level 17, 53 Dex(80-100)% increased Evasion Rating
      +(40-50)% to Fire Resistance
      Cannot be Ignited
      (75-150)% increased Physical Damage with Ranged Weapons
      -(60-30) Physical Damage taken from Attack Hits
      The blasted oak stands forever.
      , BramblejackBramblejack
      Plate Vest
      Armour: (19-27)
      Movement Speed: -3%
      +(30-60) to maximum Life
      -(15-10) Physical Damage taken from Attack Hits
      1000% of Melee Physical Damage taken reflected to Attacker
      It is safer to be feared than to be loved.
      , AstramentisAstramentis
      Onyx Amulet
      Requires Level 20+(10-16) to all Attributes+(80-100) to all Attributes
      -4 Physical Damage taken from Attack Hits
      Mindless rage will shake the world,
      Cunning lies will bend it.
      Reckless haste will break the world,
      And into darkness send it.
      (deduction of physical damage from attacks)
    • Module Error: No skills found with q_where = skill.active_skill_name="Arctic_Armor" (less physical damage taken from hits, less fire damage taken from hits)
    • Leo's crafted mod (reduced damage taken from damage over time)

Mitigating Damage over Time generally follows the same principle, except for being unaffected by elemental shift and armor (the latter needing a hit to calculate reduction), other sources of physical damage reduction will apply as usual. As for damage taken step, modifiers that generally affect 'damage taken' or 'damage taken from damage over time' will apply, but 'damage taken from hits' won't.

Unlucky

If a damage roll is unlucky, the damage calculation will be rolled twice and the lower value will be chosen. Rolls to crit/evade/dodge/block are unchanged and only happen once.[1] This can effectively reduce damage by up to one third if the damage has a very low minimum, with the benefit decreasing rapidly: Damage with minimum at half the maximum will only be reduced by one ninth. Currently unlucky is only found on the unique ring Lori's LanternLori's Lantern
Prismatic Ring
Requires Level 30+(8-10)% to all Elemental Resistances+10% to all Elemental Resistances
(6-8)% increased Movement Speed when on Low Life
31% increased Light Radius
+(20-25)% to Chaos Resistance when on Low Life
Damage of Enemies Hitting you is Unlucky while you are on Low Life
By its light, Lori led her young charges to safety
and bound up their wounds.
Her sword arm was iron, yet her heart gentle
and proof against hate.
.

References

  1. Mark_GGG (May 13, 2013 4:01 AM). "p/c new ring lori's lantern". Path of Exile Forum. Retrieved September 22, 2013.