Receiving damage

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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)

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] 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.
.

Physical damage taken as elemental

This is a rare property found on several unique items (Module Error: More than one result found for item using search term "item_name = Lightning Coil". Try using the page parameter instead and 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.
). 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. DarkscornDarkscorn
Assassin Bow
Bow
Physical Damage: (92.8-113.4) to (248-288)
Critical Strike Chance: 6.70%
Attacks per Second: 1.50
Requires Level 62, 212 Dex+(15-25)% to Global Critical Strike Multiplier(60-80)% increased Physical Damage
Adds (15-20) to (25-30) Physical Damage
20% increased Attack Speed
(15-30)% increased Global Accuracy Rating
25% of Physical Damage Converted to Chaos Damage
25% of Physical Damage from Hits taken as Chaos Damage
20% chance for Poisons inflicted with this Weapon to deal 300% more Damage
"The Spirit of War knows nothing of good and evil.
It knows only destruction."
- Sekhema Asenath
has a Lua error in Module:Mod at line 102: bad argument #2 to 'format' (string expected, got nil). mod.

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.