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# 傷害 **傷害** is the process at which a player or monster's [[life]] or [[energy shield]] is reduced. Damage reduction only affects physical damage. The other four damage types each have their own [[resistance]] value (e.g. "Fire resistance") which is viewable in the character sheet. Resistances reduce damage taken, and are normally capped at 75%. However, there are passives and items that can increase maximum resistances to allow for values higher than 75%. If a passive does not specify whether it affects weapon or spell damage, it will affect both. This page focuses on damage being dealt by the player. For information on how the elements affect him, see status [[ailment]]s and resistances. For information on when damage is applied see, receiving damage. ## 傷害來源 All damage instances have exactly one damage source. Modifiers which apply specifically to one source never apply to the others. There are currently four damage sources: - [[Attack]] - [[Spell]] - [次要傷害](Secondary_damage) - [[Damage over time]] ## 傷害類型 A [[hit]] can be composed of several types of damage, but each type of damage has [[modifiers]] applied to it separately from other types in the same hit. [[Damage over time]] effects always consist of exactly one damage type. All damage must have exactly one type; there is no such thing as "typeless" or "multi-typed" damage. Currently there are 5 types of damage: ### 物理傷害 主要頁面:[[Physical damage]] Physical damage is usually dealt by attacks but can also come from some spells, like [[Glacial Cascade]], [[Ethereal Knives]], [[Blade Vortex]], [[Bladefall]], and [[Shockwave Totem]]. Most sources of life leech and mana leech only apply to physical attack damage when determining how much life or mana is gained. Many passive attack skills only increase physical damage, especially those which apply to a specific weapon type. ### 火焰傷害 主要頁面:[[Fire damage]] Dealing a [[critical strike]] with fire damage inflicts the [[ignite]] ailment. Fire damage has its own unique term for [[damage over time]] called [[burning]] damage that applies exclusively to fire damage over time effects. ### 冰冷傷害 主要頁面:[[Cold damage]] Hitting an enemy with cold damage can inflict the [[chill]] ailment, while dealing a critical strike with cold damage can inflict the freeze ailment. ### 閃電傷害 主要頁面:[[Lightning damage]] Dealing a critical strike with lightning damage can inflict the [[shock]] ailment. Lightning damage has a greater damage range than other damage types---it tends to deal 10-190% of the average damage, instead of 80-120% as with other damage types. ### 混沌傷害 主要頁面:[[Chaos damage]] Chaos damage ignores energy shield, reducing life directly. Notably, while the [[poison]] ailment is associated with chaos damage it is not inflicted when dealing a [[critical strike]] with chaos damage. ## 傷害來源專屬關鍵字 Some keywords are exclusive to a [[damage]] source. ### **攻擊** ### 近戰 Melee damage is a category of damage exclusive to the attack damage source; in the case of damage instances who inherit keywords from a parent skill (such as [[ignite]] or [[Puncture]]'s bleed) the melee keyword is not inherited. ### 空手 主要頁面:[[Unarmed]] Unarmed damage is a subcategory of Melee Damage and therefore inherits damage modifiers from the Melee and Attack keywords. ### 武器專屬關鍵字 Weapon-specific keywords are derivatives of the Attack damage source and therefore are not inherited by damage instances who inherit keywords from a parent skill (such as [[ignite]], [[puncture]]'s bleed, or [Poison Arrow](Caustic_Arrow)'s poison cloud). ## 其它關鍵字 Beyond source and type, there are several other ways to classify damage which are best referred to by their generic name Keywords. In the case of a damage instance triggered by a parent skill (such as ignite), these modifiers are all inherited from the triggering hit. See [[keyword]]s for more information. ### 範圍 Certain skills have an Area of Effect (AoE for short) and can affect multiple enemies or allies at once. ### 元素 Elemental Damage modifiers affect all types of elemental damage (Fire, Cold and Lightning). Chaos damage is not considered elemental. ### 地雷 Mines are skills which are thrown (like Traps) and detonated by a separate command. ### 召喚物 Modifiers to minion damage function as a generic damage modifier granted to the minion. This means it will apply to all damage dealt regardless of source, type, or keywords. ### 投射物 Note that skills with the bow keyword are considered to implicitly be projectiles. ### 圖騰 Modifiers to totem damage function as a generic damage modifier granted to the totem. This means it will apply to all damage dealt regardless of source, type, or keywords. ### 陷阱 Modifiers to trap damage function as a generic damage modifier granted to the trap. This means it will apply to all damage dealt regardless of source, type, or keywords. ### 通用詞綴 Damage modifiers that have no restrictions or specifications are commonly referred to as generic damage modifiers. These modifiers are potent since they will apply to all damage dealt by the modified skill regardless of source, type, or keywords. ### 反射傷害 主要頁面:[傷害反射](Damage_reflection)
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