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# 承受傷害轉換 **承受傷害轉換** is a mechanic that allows damage from one damage type to be taken as another damage type. ## 機制 On the receiving side, damage may be taken as a different type. This is done before any sort of [mitigation](Receiving_damage). It is important to note that this is **not** [[damage conversion]]. The shifted part of damage does not retain its original damage property so it won't get mitigated either twice or by the more favourable 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. <span class="implicitMod">承受傷害轉換</span> is calculated simultaneously, this means that the incoming damage can be shifted to any other type of damage. For example [[The Rat Cage]] has <span class="implicitMod">擊中的 #% 承受火焰傷害視為物理傷害</span>, this modifier wouldn't have worked if it was a <span class="implicitMod">converted to</span>-process. Since <span class="implicitMod">承受傷害轉換</span> does all calculations simultaneously this also means that the initial damage can not be shifted any further. ### 舉例 For example with [[Cloak of Flame]] and [[Avian Twins Talisman]] with <span class="implicitMod">承受 #% 的火焰傷害視為閃電傷害</span> equipped the incoming [[physical damage]] will be shifted to [[fire damage]] but the fire damage cannot be further shifted to lightning damage. Because both of these operations would be performed simultaneously on the initial physical damage [[hit]]. So we'd be trying to take fire damage as lightning damage before any fire damage exists. <table style=""> <tbody><tr> <td rowspan="2"><div style="background-color:#211f18; border:1px solid #a38d6d; padding:5px 10px; margin:auto;"><b>初始命中:</b> <br> 100 物理傷害<br> 0 閃電傷害<br> 0 冰冷傷害 <br> 0 火焰傷害<br> 0 混沌傷害 </div> </td> <td style="vertical-align: middle">⇗ </td> <td><div style="background-color:#211f18; border:1px solid #a38d6d; padding:5px 10px; margin:auto; text-align:center;">[[Cloak of Flame]]</span></span> <br> <span class="text-mod">擊中的 20% 承受物理傷害視為火焰傷害</span> </div> </td> <td style="vertical-align: middle">⇒ </td> <td><div style="background-color:#211f18; border:1px solid #a38d6d; padding:5px 10px; margin:auto;">100 * 0.80 = 80 物理傷害 <br> 100 * 0.20 = 20 火焰傷害</div> </td></tr> <tr> <td style="vertical-align: middle">⇘ </td> <td><div style="background-color:#211f18; border:1px solid #a38d6d; padding:5px 10px; margin:auto; text-align:center;">[[Avian Twins Talisman]] <br> <span class="text-mod">承受 50% 的火焰傷害視為閃電傷害</span> </div> </td> <td style="vertical-align: middle">⇒ </td> <td><div style="background-color:#211f18; border:1px solid #a38d6d; padding:5px 10px; margin:auto;">0 * 0.50 = 0 火焰傷害 <br> 0 * 0.50 = 0 閃電傷害</div> </td></tr></tbody> </table> Note that damaging [[ailment]]s are based on damage being dealt, not on damage taken. Changing what type damage is taken as has no effect on them. For example, when you have <span class="implicitMod">擊中的 #% 承受物理傷害視為火焰傷害</span> and physical damage is dealt to you, the converted fire damage never ignites you even if you have <span class="implicitMod">+100% 機率點燃</span>. Non-damaging ailments such as shock or chill will still be applied upon converting the incoming damage to lightning and cold damage respectively.*[citation needed]* This mechanic is useful against elemental penetration, especially against many boss attacks like Atziri's Flameblast (10% Fire penetration) or The Shaper's projectiles and bullet hell (25% Cold penetration), because for example if you have 50% Cold damage taken as Fire, then with a 1000 Cold hit and 75/75/75 res you would only take 500 * (1 - 0.75) + 500 * (1 - 0.75 + 0.25) = 375 damage instead of 1000 * (1 - 0.75 + 0.25) = 500 damage. If you manage to convert 100% of the penetrated element into another element then you can completely nullify the effect of penetration (in the above example, a 1000 Cold hit would be taken as a 1000 Fire hit and mitigated with 75% Fire resist, resulting in 250 final damage taken).
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