Item mods /42

Item mods /42

NameLevelPre/SufDescriptionSpawn Weight
60Corrupted(6–8)% of Physical Damage from Hits taken as Cold Damage physical elemental coldshield 1000
default 0
60Corrupted(6–8)% of Physical Damage from Hits taken as Fire Damage physical elemental fireshield 1000
default 0
60Corrupted(6–8)% of Physical Damage from Hits taken as Lightning Damage physical elemental lightningshield 1000
default 0
60Corrupted(6–8)% of Physical Damage from Hits taken as Chaos Damage physical chaosshield 1000
default 0
Eldritch68Prefix(5–10)% of Physical Damage from Hits taken as Fire Damage physical elemental firehas_damage_taken_as_mod 0
body_armour_elder 400
default 0
Eldritch84Prefix(11–15)% of Physical Damage from Hits taken as Fire Damage physical elemental firehas_damage_taken_as_mod 0
body_armour_elder 400
default 0
The Shaper's68Prefix(5–10)% of Physical Damage from Hits taken as Cold Damage physical elemental coldhas_damage_taken_as_mod 0
body_armour_shaper 400
default 0
The Shaper's83Prefix(11–15)% of Physical Damage from Hits taken as Cold Damage physical elemental coldhas_damage_taken_as_mod 0
body_armour_shaper 400
default 0
The Shaper's68Prefix(5–10)% of Physical Damage from Hits taken as Lightning Damage physical elemental lightninghas_damage_taken_as_mod 0
body_armour_shaper 400
default 0
The Shaper's82Prefix(11–15)% of Physical Damage from Hits taken as Lightning Damage physical elemental lightninghas_damage_taken_as_mod 0
body_armour_shaper 400
default 0
Crusader's68Prefix(4–6)% of Physical Damage from Hits taken as Lightning Damage physical elemental lightninghelmet_crusader 500
default 0
Crusader's83Prefix(7–10)% of Physical Damage from Hits taken as Lightning Damage physical elemental lightninghelmet_crusader 500
default 0
Warlord's68Prefix(4–6)% of Physical Damage from Hits taken as Fire Damage physical elemental firehelmet_adjudicator 500
default 0
Warlord's83Prefix(7–10)% of Physical Damage from Hits taken as Fire Damage physical elemental firehelmet_adjudicator 500
default 0
Redeemer's68Prefix(4–6)% of Physical Damage from Hits taken as Cold Damage physical elemental coldhelmet_eyrie 500
default 0
Redeemer's83Prefix(7–10)% of Physical Damage from Hits taken as Cold Damage physical elemental coldhelmet_eyrie 500
default 0
Crusader's68Prefix(5–10)% of Physical Damage from Hits taken as Lightning Damage physical elemental lightningbody_armour_crusader 500
default 0
Crusader's83Prefix(11–15)% of Physical Damage from Hits taken as Lightning Damage physical elemental lightningbody_armour_crusader 500
default 0
Warlord's68Prefix(5–10)% of Physical Damage from Hits taken as Fire Damage physical elemental firebody_armour_adjudicator 500
default 0
Warlord's83Prefix(11–15)% of Physical Damage from Hits taken as Fire Damage physical elemental firebody_armour_adjudicator 500
default 0
Redeemer's68Prefix(5–10)% of Physical Damage from Hits taken as Cold Damage physical elemental coldbody_armour_eyrie 500
default 0
Redeemer's83Prefix(11–15)% of Physical Damage from Hits taken as Cold Damage physical elemental coldbody_armour_eyrie 500
default 0
Hunter's75Prefix(5–10)% of Physical Damage from Hits taken as Chaos Damage physical chaosbody_armour_basilisk 500
default 0
Hunter's83Prefix(11–15)% of Physical Damage from Hits taken as Chaos Damage physical chaosbody_armour_basilisk 500
default 0
Elevated Eldritch94Prefix(16–18)% of Physical Damage from Hits taken as Fire Damage
(7–10)% of Fire Damage taken Recouped as Life resource life physical elemental fire
has_damage_taken_as_mod 0
body_armour_elder 0
default 0
Elevated Shaper's93Prefix(16–18)% of Physical Damage from Hits taken as Cold Damage
(7–10)% of Cold Damage taken Recouped as Life resource life physical elemental cold
has_damage_taken_as_mod 0
body_armour_shaper 0
default 0
Elevated Shaper's92Prefix(16–18)% of Physical Damage from Hits taken as Lightning Damage
(7–10)% of Lightning Damage taken Recouped as Life resource life physical elemental lightning
has_damage_taken_as_mod 0
body_armour_shaper 0
default 0
Elevated Crusader's93Prefix(16–18)% of Physical Damage from Hits taken as Lightning Damage
(7–10)% of Lightning Damage taken Recouped as Life resource life physical elemental lightning
body_armour_crusader 0
default 0
Elevated Warlord's93Prefix(16–18)% of Physical Damage from Hits taken as Fire Damage
(7–10)% of Fire Damage taken Recouped as Life resource life physical elemental fire
body_armour_adjudicator 0
default 0
Elevated Redeemer's93Prefix(16–18)% of Physical Damage from Hits taken as Cold Damage
(7–10)% of Cold Damage taken Recouped as Life resource life physical elemental cold
body_armour_eyrie 0
default 0
Elevated Hunter's93Prefix+1% to maximum Chaos Resistance
(16–18)% of Physical Damage from Hits taken as Chaos Damage physical chaos resistance
body_armour_basilisk 0
default 0
Elevated Crusader's93Prefix(11–13)% of Physical Damage from Hits taken as Lightning Damage physical elemental lightninghelmet_crusader 0
default 0
Elevated Warlord's93Prefix(11–13)% of Physical Damage from Hits taken as Fire Damage physical elemental firehelmet_adjudicator 0
default 0
Elevated Redeemer's93Prefix(11–13)% of Physical Damage from Hits taken as Cold Damage physical elemental coldhelmet_eyrie 0
default 0
68ScourgeUpside4% of Physical Damage from Hits taken as Fire Damage physical elemental firehelmet 100
default 0
68ScourgeUpside5% of Physical Damage from Hits taken as Fire Damage physical elemental firehelmet 100
default 0
68ScourgeUpside4% of Physical Damage from Hits taken as Cold Damage physical elemental coldhelmet 100
default 0
68ScourgeUpside5% of Physical Damage from Hits taken as Cold Damage physical elemental coldhelmet 100
default 0
68ScourgeUpside4% of Physical Damage from Hits taken as Lightning Damage physical elemental lightninghelmet 100
default 0
68ScourgeUpside5% of Physical Damage from Hits taken as Lightning Damage physical elemental lightninghelmet 100
default 0
68ScourgeUpside4% of Physical Damage from Hits taken as Chaos Damage physical chaoshelmet 100
default 0
68ScourgeUpside5% of Physical Damage from Hits taken as Chaos Damage physical chaoshelmet 100
default 0
Veiled mods /1

Veiled mods /1

NameLevelPre/SufDescriptionSpawn Weight
Korell's60Prefix(9–10)% of Physical Damage from Hits taken as Fire Damage physical elemental firehas_damage_taken_as_mod 0
helmet 2000
default 0
Crafting Bench /2

Crafting Bench /2

IDModRequireItemClassesUnlock
Jun(5–6)% of Physical Damage from Hits taken as Fire Damage1x CurrencyModValuesDivine OrbHelmetUnveil, Korell
Jun(7–8)% of Physical Damage from Hits taken as Fire Damage1x CurrencyAddModToRareExalted OrbHelmetUnveil, Korell
Essence /1

Essence /1

Item /6

Item /6

IconName
Avian Twins Talisman
Talisman Tier: 2
50% of Fire Damage from Hits taken as Cold Damage
local stat monsters pick up item [1]
Corrupted
Avian Twins Talisman
Talisman Tier: 2
50% of Fire Damage from Hits taken as Lightning Damage
local stat monsters pick up item [1]
Corrupted
Avian Twins Talisman
Talisman Tier: 2
50% of Cold Damage from Hits taken as Fire Damage
local stat monsters pick up item [1]
Corrupted
Avian Twins Talisman
Talisman Tier: 2
50% of Cold Damage from Hits taken as Lightning Damage
local stat monsters pick up item [1]
Corrupted
Avian Twins Talisman
Talisman Tier: 2
50% of Lightning Damage from Hits taken as Cold Damage
local stat monsters pick up item [1]
Corrupted
Avian Twins Talisman
Talisman Tier: 2
50% of Lightning Damage from Hits taken as Fire Damage
local stat monsters pick up item [1]
Corrupted
Unique /14

Unique /14

NameShow Full Descriptions
BodyInt1AuniqueCloak of Flame Scholar's Robe
+(30–50)% to Fire Resistance
(30–50)% increased Ignite Duration on Enemies
10% chance to Ignite
Reflects 15 Fire Damage to Melee Attackers
20% of Physical Damage from Hits taken as Fire Damage
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
IlluminatisIncandescent Heart Saintly Chainmail
(220–240)% increased Armour and Energy Shield
+(80–90) to maximum Life
(0.8–1)% of Attack Damage Leeched as Life
Gain (10–20)% of Elemental Damage as Extra Chaos Damage
25% of Elemental Damage from Hits taken as Chaos Damage
(20–30)% increased Light Radius
Light Radius is based on Energy Shield instead of Life
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
LightningCoilLightning Coil Desert Brigandine
Adds 1 to (20–30) Lightning Damage to Attacks
(90–120)% increased Armour and Evasion
+(60–80) to maximum Life
-60% to Lightning Resistance
30% of Physical Damage from Hits taken as Lightning Damage
DarkscornDarkscorn Assassin Bow
+(15–25)% to Global Critical Strike Multiplier
(130–150)% increased Physical Damage
Adds (15–20) to (25–30) Physical Damage
20% increased Attack Speed
(15–30)% increased Global Accuracy Rating
25% of Physical Damage Converted to Chaos Damage
25% of Physical Damage from Hits taken as Chaos Damage
20% chance for Poisons inflicted with this Weapon to deal 300% more Damage
(Poison deals Chaos Damage over time, based on the base Physical and Chaos Damage of the Skill. Multiple instances of Poison stack)
TheRatCageThe Rat Cage Sharkskin Tunic
(100–120)% increased Evasion Rating
+(160–200) to maximum Life
-50% to Fire Resistance
15% increased Movement Speed
20% increased Fire Damage taken
10% of Fire Damage from Hits taken as Physical Damage
unique rat cage chance to squeak when hit by fire damage [1]
TasteOfHateTaste of Hate Sapphire Flask
(10–15)% of Physical Damage from Hits taken as Cold Damage during Flask effect
Gain (10–15)% of Physical Damage as Extra Cold Damage during effect
30% chance to Avoid being Chilled during Flask effect
30% chance to Avoid being Frozen during Flask effect
TwoHandSword1Thunder of the Dawn Corroded Blade
40% increased Global Accuracy Rating
Adds 1 to 9 Lightning Damage
+40% to Lightning Resistance
9% chance to Shock
50% of Physical Damage from Hits taken as Lightning Damage
When you Kill a Shocked Enemy, inflict an equivalent Shock on each nearby Enemy
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
(Shock increases Damage taken by 15%, for 2 seconds)
ShieldDexUnique6Kaltensoul Painted Buckler
6% increased Movement Speed
(60–100)% increased Evasion Rating
+5% to maximum Cold Resistance
+50% to Cold Resistance
Gain (10–15)% of Physical Damage as Extra Cold Damage
Reflects (25–50) Cold Damage to Melee Attackers
+5% Chance to Block
20% of Fire Damage from Hits taken as Cold Damage
(Maximum Resistances cannot be raised above 90%)
FormlessInFlamesUPGRADEThe Formless Inferno Royal Burgonet
(80–120)% increased Armour
+(40–50) to maximum Life
-30% to Fire Resistance
8% of Physical Damage from Hits taken as Fire Damage
Armour is increased by Overcapped Fire Resistance
(Overcapped Resistance is the amount by whch Uncapped Reistance is higher than Maximum Resistance)
(Uncapped Resistance is the value Resistance would have if ignoring Maximum Resistance)
IcetombCrystal Vault Latticed Ringmail
+(30–40) to Strength
+(30–40) to Intelligence
(140–160)% increased Armour and Energy Shield
+(50–75)% to Cold Resistance
Cannot be Chilled
0% chance to Avoid being Frozen
20% of Physical Damage from Hits taken as Cold Damage
30% of Fire Damage from Hits taken as Cold Damage
(15–20)% increased Effect of Cold Ailments
(Cold Ailments are Chilled, Frozen and Brittle)
ElderSwordReplica Innsbury Edge Elder Sword
+330 to Accuracy Rating
(100–140)% increased Physical Damage
0.2% of Chaos Damage Leeched as Life
50% of Physical Damage Converted to Chaos Damage
10% of Physical Damage from Hits taken as Chaos Damage
Inflict Withered for 2 seconds on Hit with this Weapon
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
(Withered applies 6% increased Chaos Damage Taken, and can be inflicted up to 15 times)
FontOfThunderFont of Thunder Mirrored Spiked Shield
+5% chance to Suppress Spell Damage
(400–500)% increased Evasion and Energy Shield
(25–40)% increased Mana Regeneration Rate
+50% chance to be Shocked
40% of Cold Damage taken as Lightning
40% of Fire Damage taken as Lightning
(Shock increases Damage taken by 15%, for 2 seconds)
AltChargeIntGraven's Secret Cloth Belt
(15–25)% increased Stun and Block Recovery
+(60–70) to maximum Energy Shield
(16–20)% increased maximum Mana
+(40–60)% to Lightning Resistance
Modifiers to Minimum Power Charges instead apply to Minimum Absorption Charges
Maximum Absorption Charges is equal to Maximum Power Charges
Gain Absorption Charges instead of Power Charges
(Players Recoup 12% of Elemental Damage taken as Energy Shield per Absorption Charge)
(Only Damage from Hits can be Recouped, over 4 seconds following the Hit)
MahuxotlShieldMahuxotl's Machination Steel Kite Shield
Corrupted Soul
Divine Flesh
Eternal Youth
Everlasting Sacrifice
Immortal Ambition
Vaal Pact
(50% of Non-Chaos Damage taken bypasses Energy Shield
Gain 15% of Maximum Life as Extra Maximum Energy Shield)

(All Damage taken bypasses Energy Shield
50% of Elemental Damage taken as Chaos Damage
+5% to maximum Chaos Resistance)

(50% less Life Regeneration Rate. 50% less Maximum total Life Recovery per second from Leech. Energy Shield Recharge instead applies to Life)
(When you reach full Energy Shield, Sacrifice all Energy Shield to gain +5% to all Maximum Resistances for 4 seconds)
(Energy Shield starts at zero. Cannot Recharge or Regenerate Energy Shield. Lose 5% of Energy Shield per second. Life Leech effects are not removed when Unreserved Life is Filled. Life Leech effects Recover Energy Shield instead while on Full Life)
(Total Recovery from Life Leech is doubled, Maximum total Life Recovery per second from Leech is doubled, Life Regeneration has no effect.)
Ascendancy Passive /1

Ascendancy Passive /1

CategoryNameShow Full Descriptions
NotableTasalio, Cleansing Water
TasalioCleansingWater
+100% to Fire Resistance
20% of Physical Damage from Hits taken as Fire Damage
20% increased Life Recovery Rate if you've taken Fire Damage from an Enemy Hit Recently
Unaffected by Ignite
Timeless Jewel Passive /2

Timeless Jewel Passive /2

FactionCategoryNameShow Full Descriptions
VaalKeystoneDivine Flesh
DivineFlesh
All Damage taken bypasses Energy Shield
50% of Elemental Damage taken as Chaos Damage
+5% to maximum Chaos Resistance
(Maximum Resistances cannot be raised above 90%)
Give up your flesh unto the gods, and in vulnerability find strength.
Glorious Vanity: Xibaqua
KaruiKeystoneTempered by War
TemperedByWar
50% of Cold and Lightning Damage taken as Fire Damage
50% less Cold Resistance
50% less Lightning Resistance
Tasalio and Valako test you, child of the volcano. Prove yourself worthy.
Lethal Pride: Rakiata
Timeless Jewel Passive Additions /1

Timeless Jewel Passive Additions /1

FactionCategoryShow Full Descriptions
KaruiNotable
5% of Physical Damage from Hits taken as Fire Damage

Community Wiki

Wiki Edit

Damage taken as

Damage taken as is a mechanic that allows damage from one damage type to be taken as another damage type.

Mechanics

On the receiving side, damage may be taken as a different type. This is done before any sort of mitigation. 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.

Damage taken as is calculated simultaneously, this means that the incoming damage can be shifted to any other type of damage. For example TheRatCageThe Rat Cage has #% of Fire Damage from Hits taken as Physical Damage, this modifier wouldn't have worked if it was a converted to-process.

Since damage taken as does all calculations simultaneously this also means that the initial damage can not be shifted any further.

Example

For example with BodyInt1AuniqueCloak of Flame and TalismanBlack2Avian Twins Talisman with #% of Fire Damage taken as Lightning Damage 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.

Initial hit:
100 Physical Damage
0 Lightning Damage
0 Cold Damage
0 Fire Damage
0 Chaos Damage
BodyInt1AuniqueCloak of Flame
20% Physical Damage taken as Fire Damage
100 * 0.80 = 80 Physical Damage
100 * 0.20 = 20 Fire Damage
TalismanBlack2Avian Twins Talisman
50% of Fire Damage taken as Lightning Damage
0 * 0.50 = 0 Fire Damage
0 * 0.50 = 0 Lightning Damage

Note that damaging ailments 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 x% of Physical Damage from Hits taken as Fire Damage and physical damage is dealt to you, the converted fire damage never ignites you even if you have +100% chance to be Ignited. 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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