Receiving damage: Difference between revisions

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>Raicss
(Changed it to 'damage shift' as it's a bit more appropriate)
>Illviljan
(Rephrased this page, added some sources.)
Line 1: Line 1:
==Hit & damage calculation order of effects==
There are a number of steps involved in deciding whether [[attack]]s and [[spell]]s [[hit]]s or not and how much damage is done to the enemy.
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:
==Order of operations==
* At this stage there is a chance to evade attacks ([[Accuracy]] vs. [[Evasion]])
The list below displays the order of operations for damage avoidance and mitigation:
* Any chance to dodge from [[Acrobatics]] or [[Phase Acrobatics]] is also checked here
<ol>
<li>'''Avoiding the hit:'''
  <ol>
    <li>[[Evasion]] of [[attack]]s.<ref name="OrderEvaDodgeBlock" /></li>
    <li>[[Dodge]] and [[Spell dodge]].<ref name="OrderEvaDodgeBlock" /></li>
  </ol>
</li>


'''2)''' Avoiding the damage:
<li>'''Avoiding the damage:'''
* [[Block Chance|Blocking]] is checked
  <ol>
    <li>[[Block]] and [[Spell block]].<ref name="OrderEvaDodgeBlock" /></li>
  </ol>
</li>


'''3)''' Mitigating the damage:
<li>'''Damage shift:''' <br>
* Physical damage reduction and [[Resistances]] are applied
Part of incoming damage can be shifted to another type of damage.<ref name="OrderDMGShift" /> It is usually done by utilizing an item which offers the {{c|mod|#% of X Damage Taken as Y}} [[modifier]], for example: <br>
* {{il|Lightning Coil}}
* {{il|Cloak of Flame}}
* {{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. For example, if some of the incoming damage is shifted to or from physical, the after-shift value is used in the armour calculation.
</li>


'''4)''' Taking the damage:
<li>'''Damage Reduction:'''
* [[Damage Types|Non-chaos]] damage is removed from [[Energy Shield]] until it's depleted
  <ul>
* Any remaining damage (including all chaos) is removed from [[Life]]
    <li>[[Elemental]] and [[chaos]] damage is mitigated by its respective [[resistance]].</li>
    <li>[[Physical]] damage is mitigated by the sum of all {{c|mod|±#% Physical Damage Reduction}} modifiers, these modifiers can be calculated from:
* [[Armour]]
* [[Endurance charge]]s
* [[Soul of Steel]]
* {{sl|Summon Chaos Golem}}</li>
  </ul>
</li>


== Calculating Damage from gear and passives ==
<li>''' Damage Taken:''' <br>
(I think this is not exaclt correct. [[User:Zharmad|Zharmad]] ([[User talk:Zharmad|talk]]) 21:25, 8 February 2013 (UTC))
After damage mitigation, modifiers to {{c|mod|Damage Taken}} are applied.<ref name="OrderDMGTaken" /> Flat amounts are applied first, then the sum of all increases/reductions and lastly with more/less multipliers applied separately:
The general principles of [[Modifiers#Modifier Stacking|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:
{| class="wikitable"
|-
  ! Order
  ! [[Modifier]]  
  ! Examples
|-
  | 1
  | {{c|mod|±# X Damage Taken from Y}}
  | {{il|Ashrend}} <br> {{il|Bramblejack}} <br> {{il|Astramentis}}
|-
  | 2
  | {{c|mod|#% increased/reduced X Damage Taken}}
  | [[Shock]] <br> [[Fortify]] <br> {{sl|Vulnerability}} <br> {{il|Hyaon's_Fury}} <br> {{il|Fragile Bloom}} <br> {{il|Abyssus}} <br> {{il|Oro's_Sacrifice}}
|-
| 3 || {{c|mod|#% more/less X Damage Taken}} || {{sl|Arctic Armour}}
|}
</li>
</ol>


* Final damage = (base damage) * (100% from base + all additive mods that apply ) * ( all multiplicative mods ) 
'''Mitigating Damage over Time''' generally follows the same principle, except for being unaffected by damage shift and armour (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 {{c|mod|Damage Taken}} or {{c|mod|Damage Taken from Damage over Time}} will apply, but {{c|mod|Damage Taken from Hits}} won't.
 
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. [[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)''' Damage 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 damage 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 name="Lori" /> 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}}.


==References==
==References==
<references/>
{{reflist|refs=
<ref name="Lori">{{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>
<ref name="OrderEvaDodgeBlock">{{cite web|author=Daniel_GGG|date=January 2, 2014|title=reflect mechanics VS evasion,blocking,acrobatics|url=https://www.pathofexile.com/forum/view-thread/736330#p6372106|publisher=Official Path of Exile Forums|accessdate=November 21, 2015}}</ref>
<ref name="OrderDMGShift">{{cite web|author=Mark_GGG|date=September 26, 2013|title=Specifics on Lightning Coil mechanics?|url=https://www.pathofexile.com/forum/view-thread/528343#p4739715|publisher=Official Path of Exile Forums|accessdate=November 21, 2015}}</ref>
<ref name="OrderDMGTaken">{{cite web|author=Mark_GGG|date=February 11, 2014|title=When is Abyssus' damage factored in|url=https://www.pathofexile.com/forum/view-thread/790588#p6862955|publisher=Official Path of Exile Forums|accessdate=November 21, 2015}}</ref>
}}


[[Category:Game mechanics]]
[[Category:Game mechanics]]

Revision as of 21:46, 21 November 2015

There are a number of steps involved in deciding whether attacks and spells hits or not and how much damage is done to the enemy.

Order of operations

The list below displays the order of operations for damage avoidance and mitigation:

  1. Avoiding the hit:
    1. Evasion of attacks.[1]
    2. Dodge and Spell dodge.[1]
  2. Avoiding the damage:
    1. Block and Spell block.[1]
  3. Damage shift:
    Part of incoming damage can be shifted to another type of damage.[2] It is usually done by utilizing an item which offers the #% of X Damage Taken as Y modifier, for example:
    • 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.
    • 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. For example, if some of the incoming damage is shifted to or from physical, the after-shift value is used in the armour calculation.
  4. Damage Reduction:
  5. Damage Taken:
    After damage mitigation, modifiers to Damage Taken are applied.[3] Flat amounts are applied first, then the sum of all increases/reductions and lastly with more/less multipliers applied separately:
    Order Modifier Examples
    1 ±# X Damage Taken from Y 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.
    2 #% increased/reduced X Damage Taken Shock
    Fortify
    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)

    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.

    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?

    Module Error: No results found for item using search term "item_name = Oro's_Sacrifice"
    3 #% more/less X Damage Taken Arctic Armour

Mitigating Damage over Time generally follows the same principle, except for being unaffected by damage shift and armour (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.[4] 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. 1.0 1.1 1.2 Daniel_GGG (January 2, 2014). "reflect mechanics VS evasion,blocking,acrobatics". Official Path of Exile Forums. Retrieved November 21, 2015.
  2. Mark_GGG (September 26, 2013). "Specifics on Lightning Coil mechanics?". Official Path of Exile Forums. Retrieved November 21, 2015.
  3. Mark_GGG (February 11, 2014). "When is Abyssus' damage factored in". Official Path of Exile Forums. Retrieved November 21, 2015.
  4. Mark_GGG (May 13, 2013 4:01 AM). "p/c new ring lori's lantern". Path of Exile Forum. Retrieved September 22, 2013.