Receiving damage

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Revision as of 15:48, 24 January 2024 by Yohsene (talk | contribs) (swapped step 1 and 2, added timing of damage roll and immunity, and some misc. mechanics)
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There are a number of steps involved in deciding whether damage sources such as attacks, spells and secondary damages hits or not and how much damage is dealt to the target.

Order of operations

The list below displays the order of operations when an attacker attempts to damage a defender:

  1. Preventing the hit:
    1. Evasion of attacks.[1]
    2. Spell dodge.[1]
  2. Calculating attacker's damage range:
    Damage sources have a base damage that can be increased by various stats. Stats are only applied once per calculation.
    1. Flat damage
      • Local modifiers apply to base damage on the relevant source, for example most modifiers on weapons.
      • Added damage to attacks or spells from equipment and support gems.
    2. Damage conversion
      • Added as modifiers adds a percentage of one damage type as another damage type, for example Gain #% of Physical Damage as Extra Cold Damage during effect or You and nearby allies add #% of your Physical Damage as Cold Damage.[2]
      • Converted to modifiers changes one type of damage into another, for example #% of Cold Damage Converted to Fire Damage.[2][3]
    3. Global modifiers
      • All increased and reduced modifiers are additive.
      • All more and less modifiers are multiplicative.
      Converted damage can take benefit of bonuses for the damage type it was before and what it converted into.
    4. Critical strikes
    5. If a hit's critical strike chance exceeds the requirement (usually rolled when the skill was used), damage is multiplied by 150% by default, or 130% for monsters.
    6. Extra damage taken from critical strikes
    7. Directly multiplies the critical strike damage multiplier greater than 100%. E.g. 60% reduced Extra Damage taken from Critical Strikes will cause a critical strike from a regular monster to deal 112% of the default hit, instead of 130%.[4]
  3. Rolling for damage:
    The hit rolls for damage, in the range calculated by applying multipliers to the attacker's minimum and maximum flat damage. If the attacker's damage is lucky, or damage against the defender is unlucky, damage rolls twice and ignores the lower value. This does not affect rolls for other mechanics (e.g. crit, ailments, block, suppression).[5]
  4. Immunities:
    The defender's immunities prevent hit damage, such as Chaos Inoculation. This does not remove damage for the purpose of damaging ailments: physical immunity would not affect the poison dps inflicted by a hit of mixed physical and chaos damage.
  5. Damage taken as:
    Incoming damage can be shifted to another damage type.[6] It is usually done by utilizing an item which offers the #% of X Damage taken as Y modifier, for example: It is important to note that this is not damage conversion,[6] 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.
  6. Damage mitigation:
  7. Damage taken:
    After damage mitigation, modifiers to damage taken are applied. Flat amounts are applied first, then the sum of all increases/reductions and lastly with more/less multipliers applied separately:[11]
    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
    VulnerabilityVulnerabilitySpell, AoE, Duration, Curse, Physical, Hex
    Level: (1-20)
    Cost: (16-33) Mana
    Cast Time: 0.50 sec
    AoE Radius: 22
    Requires Level 24Curse all targets in an area, causing them to take increased physical damage. Attacks against the cursed enemies have a chance to inflict bleeding.Base duration is (8.00-11.80) seconds
    +(0-1) metre to radius
    Cursed enemies take (15-30)% increased Physical Damage
    Attacks Hits against Cursed Enemies have 25% chance to inflict Bleeding

    Additional Effects From 1-20% Quality:
    (1-20)% increased Duration of Bleeding on Cursed Enemies
    Place into an item socket of the right colour to gain this skill. Right click to remove from a 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?
    3 #% more/less X Damage taken Fortify
    Arctic ArmourArctic ArmourSpell, Duration, Cold
    Level: (1-20)
    Reservation: 25% Mana
    Cooldown Time: 1.00 sec
    Can Store 1 Use(s)
    Cast Time: Instant
    Requires Level 16Conjures an icy barrier that chills enemies when they hit you. You drop chilled ground while moving, and take less Fire and Physical damage while stationary.Base duration is (2.50-4.40) seconds
    Buff grants (11-21)% less Physical Damage taken from Hits while stationary
    Buff grants (11-20)% less Fire Damage taken from Hits while stationary
    Chill Enemy for 0.5 seconds when Hit, reducing their Action Speed by 30%
    Buff grants Immunity to Freeze

    Additional Effects From 1-20% Quality:
    (1-20)% increased Skill Effect Duration
    Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.

    KintsugiKintsugi
    Exquisite Leather
    Evasion: (1548-2106)
    Movement Speed: -3%
    Requires Level 62, 170 Dex(120-160)% increased Evasion Rating
    +(30-50)% to Fire Resistance
    35% less Damage taken if you have not been Hit Recently
    100% increased Evasion Rating if you have been Hit Recently
    Do not hide your flaws, your cracks,
    mend them, and display them proudly.
    For it is these that set us apart.

    Infused Channelling SupportInfused Channelling SupportSupport, Channelling, Duration
    Icon: b
    Level: (1-20)
    Cost & Reservation Multiplier: 130%
    Requires Level 4Supports any channelling skill, protecting you from damage while you channel it. Cannot support skills used by totems. Cannot modify the skills of minions.Infusion lasts 6 seconds after you finish Channelling
    Gain Infusion after Channelling a Supported Skill for (1.6-1) second
    Supported Skills deal (15-24)% more Damage
    Infusion grants 10% more Damage of Types matching Supported Skill Gem's tags
    While Channelling a Supported Skill, take 8% less Damage from Hits of types matching the Skill Gem's Tags

    Additional Effects From 1-20% Quality:
    Gain Infusion after Channelling a Supported Skill for -(0.02-0.4) seconds
    This is a Support Gem. It does not grant a bonus to your character, but to skills in sockets connected to it. Place into an item socket connected to a socket containing the Skill Gem you wish to augment. Right click to remove from a socket.

    Spell Suppression.[12][13]
  8. Suppressing the damage:
    Spell suppression applies, usually halving damage from spells.[14]
  9. Being stunned:
    Stun chance is rolled based on damage at this point.
  10. Blocking the damage:
    Block and Spell block.[15]
  11. Damage taken:
    Effects that count the amount of damage taken by the player, such as Cast when Damage Taken Support and Bloodnotch use the damage value at this point. The difference between this damage and the damage before the 'damage mitigation' step is considered prevented damage for effects like Untiring or Divine Shield.
  12. Losing resources due to damage:
    Damage (or a portion thereof) is taken from resources in the following order. Any remaining damage will be taken from the next resource. Some effects allow damage to bypass a resource, in which case the bypassing damage will apply directly to the next resource instead.
      From other entities or effects:
      1. Effects that change damage to take resources from other objects 'before you'.[16].
        • Each effect is multiplicative, not additive: when 20% of damage is taken from Sentinel of Radiance, The Jinxed JujuThe Jinxed Juju
          Citrine Amulet
          Requires Level 48+(16-24) to Strength and Dexterity+(30-40) to Intelligence
          +(23-31)% to Chaos Resistance
          (10-15)% increased effect of Non-Curse Auras from your Skills
          10% of Damage from Hits is taken from your Spectres' Life before you
          Burned rhoa's eye and goatman's beard do demand:
          Leave behind those lazy bones;
          Dance, ye dead, at my command!
          causes Raise SpectreRaise SpectreSpell, Minion
          Level: (1-20)
          Cost: (15-28) Mana
          Cast Time: 0.85 sec
          Requires Level 28Raises a spectral version of a defeated foe as a minion to fight for you in battle.Maximum (1-2) Raised Spectres
          Minions have +30% to all Elemental Resistances
          55% more Minion Movement Speed
          Minion Movement Speed is Capped
          Minions have (105-776) additional Accuracy Rating
          Raised Spectres are Level (28-70)

          Additional Effects From 1-20% Quality:
          Minions have +(1-20)% to all Elemental Resistances
          Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
          minions to take 10% of the remaining 80%.
      2. Effects that change damage to take from other objects 'before your life or energy shield', such as Frost ShieldFrost ShieldCritical, Spell, AoE, Duration, Cold
        Level: (1-20)
        Cost: (30-54) Mana
        Cooldown Time: 5.00 sec
        Can Store 1 Use(s)
        Cast Time: 0.50 sec
        Requires Level 34Place a Frost Shield that drains your energy shield for one second or until you run out, gaining stages while this drain occurs. The Frost Shield takes some damage from hits in place of you and allies while in its area. Enemies in the area are Chilled. You can only have one Frost Shield active at once.Base duration is 10.00 seconds
        20% of Damage dealt to you or Allies in Area with Hits by Enemies in Area is taken from Frost Shield's Life before your Life or Energy Shield
        60% of Damage dealt to you or Allies in Area with Hits by Enemies outside Area is taken from Frost Shield's Life before your Life or Energy Shield
        You gain +(0.1-0.38)% to Spell Critical Strike Chance per Stage while in Area
        Frost Shield has (190-910) maximum Life per Stage
        Maximum 4 Stages
        Gains 1 Stage every 0.3 seconds while you are losing Energy Shield
        You lose (150-730) Energy Shield per second

        Additional Effects From 1-20% Quality:
        (1-20)% increased Effect of Cold Ailments
        Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
        .[16]
      3. Your Aegis buff (you can't have multiple aegises).[16]
      4. Your Guard skill buff (you can't have multiple guard skills).[16]
      From player resources:
      1. Ward takes damage if not broken.[17]
      2. Damage is taken from energy shield before the resource that it protects (life by default, or mana if using Eldritch Battery).
        • By default, all Chaos Damage bypasses energy shield and applies to the resource that it is protecting instead. This applies regardless if energy shield is protecting life or mana.
        • Energy shield recharge is interrupted when energy shield or the resource it is protecting is lost due to damage.[18]
        • If Eternal Youth is allocated, only directly losing life due to damage will interrupt life recharge. Delayed life loss from Petrified Blood or Progenesis does not interrupt life recharge.
      3. #% of the remaining damage is removed from mana, if granted by an effect such as Mind over Matter or The Ivory Tower.
      4. The remaining damage is removed from Life. Life does not protect any other resource. If all Life is removed, you die.
      5. Life loss can be prevented by various effects. Effects that grant #% of life loss prevented are multiplicative rather than additive.
        1. #% of Life loss from damage is prevented while affected by Progenesis and an equal amount of life loss is applied over time.
        2. #% of remaining Life loss from damage that would reduce your life below 50% while affected by Petrified Blood is prevented and a proportional amount of life loss is applied over time.
        3. If Dissolution of the Flesh is socketed, all remaining life loss is prevented and that amount is reserved as life.

Damage over time

Damage over Time generally follows the same principle, however this damage source doesn't hit, which means that it ignores evasion, armour, ward, and other mechanics limited to hits.

While damaging ailments are applied by hits, they have a separate base dps calculation, starting from the flat damage of a hit. Hit-specific offensive modifiers will not apply to this calculation, nor will the defender's mitigation. This prevents debuffs like ignite from scaling twice with stats like #% increased Fire damage, or being reduced twice by fire resistance. (Mitigation applies after the hit, over time, when damage is actually taken.)

Version history

Version Changes
0.8.3
  • Corrected calculation issue with damage reduction.

References

  1. 1.0 1.1 Daniel_GGG (January 2, 2014). "reflect mechanics VS evasion,blocking,acrobatics". Official Path of Exile Forums. Retrieved November 21, 2015.
  2. 2.0 2.1 Mark_GGG (February 22, 2015). "Elemental To Physical Conversion". Official Path of Exile Forums. Retrieved March 18, 2016.
  3. Mark_GGG (November 27, 2013). "Avatar of Fire ~ Elemental Damage Nodes". Official Path of Exile Forum. Retrieved March 2, 2016.
  4. https://www.reddit.com/r/pathofexile/comments/48pude/comment/d0lm412/
  5. Mark_GGG (May 13, 2013 4:01 AM). "p/c new ring lori's lantern". Official Path of Exile Forums. Retrieved September 22, 2013.
  6. 6.0 6.1 Mark_GGG (September 26, 2013). "Specifics on Lightning Coil mechanics?". Official Path of Exile Forums. Retrieved November 21, 2015.
  7. Malice (November 14, 2011). "Mechanics thread". Official Path of Exile Forums. Retrieved November 22, 2015.
  8. https://www.reddit.com/r/pathofexile/comments/wg8y6e/comment/iizvrke/
  9. Mark_GGG (June 22, 2016). "Mechanical Questions Thread". Official Path of Exile Forums. Retrieved June 22, 2016.
  10. Mark_GGG (June 23, 2016). "Regarding Glitterdisc". Official Path of Exile Forums Private Messages. Retrieved June 15, 2020.
  11. Mark_GGG (May 15, 2014). "defensive mechanisms activate in which order?". Official Path of Exile Forums. Retrieved May 15, 2014.
  12. Mark_GGG (November 2nd, 2021). "Damage prevention from suppression is applied a little before Block". Path of Exile subreddit. Retrieved August 5th, 2022.
  13. Mark_GGG (August 5th, 2022). "Damage prevention from suppression is applied a little before Block". Path of Exile subreddit. Retrieved August 5th, 2022.
  14. Mark_GGG (August 5, 2022). "Utter trust in your defense unleashes ultimate potential.". Official Path of Exile Subreddit. Retrieved August 6, 2022.
  15. Mark_GGG (May 24, 2019). "Utter trust in your defense unleashes ultimate potential.". Official Path of Exile Subreddit. Retrieved May 25, 2019.
  16. 16.0 16.1 16.2 16.3 Community Team (May 19th, 2021). "Game Mechanics Q&A Answers". Official Path of Exile Forums. Retrieved August 6th, 2021.
  17. Mark_GGG (July 19th, 2021). "Ward as an Overlooked Defensive Mechanic - Precis of the Implications". Path of Exile subreddit. Retrieved August 3rd, 2021.
  18. https://www.reddit.com/r/pathofexile/comments/a1n53x/comment/earf9ak/

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