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# Damage conversion Damage conversion is a mechanic that changes the damage type from a hit into another damage type. Damage conversions do not apply to damage over time. ## Mechanics Damage conversion is done before any increases, or multipliers are applied to damage guaranteeing that they are only applied once. However, converted damage is affected by modifiers that apply to both the original damage type it was converted from, and the new damage type that it was converted to.[1] Damage conversion is used by modifiers on skills, passive skills, equipment, and monsters. It comes in two main forms: - <span class="text-mod">#% of [Damage Type] Converted to [Damage Type]</span> - <span class="text-mod">#% of [Damage Type] Added as [Damage Type] or Gain #% of [Damage Type] as Extra [Damage Type]</span> The difference between these forms is the effect they have on the original damage. Converted to modifiers replace the original damage with the new damage, while added as preserves the original damage, adding the new damage to the total. These two modifiers do not interfere with one another in any way. Conversion is applied on your character to your damage stats, which have minimum and maximum values. You can see that this happens because you can see that the min and max values of each type are already calculated on your skill, accounting for conversion.[2] For example, assuming that you convert Physical skill 50% to Cold and 50% to Lightning, there will be enough variance in damage ranges to alternate which damage type is higher, enabling the use of [[Trinity Support]]. ### Converted to For this type of modifier, the original damage is replaced with the converted damage. The amount of any given damage type that can be converted in this way cannot exceed 100%. If the combined value of all converted to modifiers for a given damage type is greater than 100%, the values are scaled so that the total is 100%. Conversion from skill gems (both active and support skill gems) take priority over conversion from other sources (such as equipment), and is not scaled. The game does not distinguish between damage converted by passives and by gear; this may be of some importance when dealing with [[Avatar of Fire]]. Damage conversion only flows in one direction between types, possibly skipping types, but never going in reverse: **Physical → Lightning → Cold → Fire → Chaos** The reason is that conversion is an iterative process from one damage type to the next, so if it goes backwards there'll be an infinite loop. Converted damage can be converted further itself. **Example**: ### Added as - This modifier does not replace the original damage, instead it takes a portion of the damage and adds it to the total as a different damage type.[7] Damage added in this way can exceed 100% of the source damage type, and does not need to be scaled. **Example**: - A player is wielding a bow that deals 100 Physical Damage, and using a Blackgleam quiver, Hrimsorrow gloves, and [[Lightning Arrow]], as in the above example. - The [[Lightning Arrow]] skill is supported by a level 1 [[Added Fire Damage Support]] gem, which has <span class="text-mod">25% of Physical Damage Added as Fire Damage</span>. The result of the **Converted** to modifiers is the same as in the above example, the amounts are scaled to a total of 100% as normal. The [[Added Fire Damage Support]] gem adds an additional 25% of the original Physical Damage as Fire Damage In summary, the resulting converted damage would be 50 Lightning Damage, 50 Fire Damage, and 25 Cold Damage, and 0 Physical Damage, a total of 125 Damage.
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