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Receiving damage

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 done to the target.

Order of operations

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

  • Initial damage

    • 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.

    • Converted to modifiers changes one type of damage into another, for example #% of Cold Damage Converted to Fire Damage.

  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.

  1. Critical strike roll

    • Hits can be rolled as a critical strike which multiplies the damage by 150% by default.
  • Preventing the hit:

    • Evasion of attacks.

    • Dodge and Spell dodge.

  • Damage shift:

Incoming damage can be shifted to another damage type. 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, 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.

  • Damage mitigation:

    • Damage can be avoided, for example with Glitterdisc. Avoiding damage stops the damage of a hit. It still counts as a hit, even if it only is 0 damage.

    • Elemental and chaos damage is mitigated by its respective resistance.

    • Physical damage is mitigated by the sum of all #% additional Physical Damage Reduction modifiers, up to its 90% cap. These modifiers can be calculated from:

Armour, which grants damage reduction relative to how much Armour you have compared to the initial physical damage hit. Other sources of flat physical damage reduction, such as: Endurance charges

Basalt Flask

  • 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
Order Modifier Examples
1 # X Damage taken from Y
2 #% increased/reduced X Damage taken
3 #% more/less X Damage taken
  • Blocking the damage:

  • Taking the final damage:

    • Effects that change the damage to be taken from other objects 'before you', such as The Jinxed Juju.

    • Effects that change the damage to be taken from other objects 'before your life or enegy shield', such as Frost Shield.

    • Your Aegis (you can't have multiple aegises).

    • Guard skill buffs.

    • Ward takes the damage first if it's not broken (disabled), and is then broken for a duration.

    • Non-chaos damage damages energy shield protecting life until it's depleted, by default.

    • For Mind Over Matter users, #% of the remaining damage is removed from mana. Mind over Matter only applies if the damage is affecting life.

    • Chaos damage always bypasses energy shield. This applies regardless if energy shield is protecting life or mana.

  • Losing resources due to damage:

    • Life loss from damage that would reduce your life below 50% while affected by Petrified Blood is prevented and a portion of that life loss is applied over time.
  • Damage over Time generally follows the same principle, however this damage source doesn't hit which means that it ignores evasion, damage shifts, armour and other mechanics that requires a hit. Other sources of physical damage reduction will apply as usual though. As for damage taken step, modifiers that generally affect Damage taken or Damage taken from Damage over Time will apply, but Damage taken from Hits won't.

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. This can effectively reduce damage by up to one third if the damage has a very low minimum, with the benefit decreasing rapidly: Damage with minimum at half the maximum will only be reduced by one ninth. Currently unlucky is only found on the unique ring Lori's Lantern and the "of Miring" map suffix.


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