Damage conversion

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Damage conversion is a type of modifier that changes one type of damage into another.

Summary of benefits

The main benefit of converted damage is allowing bonuses to multiple damage types to stack. However, it does not allow one bonus to apply multiple times. This is because bonuses apply after conversion, but check for damage types that the damage had before conversion.

For example, start with 100 base Physical damage. Then convert 100% physical to Lightning to Cold to Fire:

will result in 110 fire damage. (If it was ever elemental damage, apply bonus) On the other hand,

  • "10% increased fire damage
  • 10% increased lightning damage
  • 10% increased cold damage"

will result in 130 fire damage. (For each line, if it was ever x damage type, apply bonus)

Forms

Damage conversion is used by modifiers on skills, passive skills, equipment, and monsters. It comes in two main forms:
xx% of [Damage Type] Converted to [Damage Type]

For example the level 1 Cold to Fire support gem has the modifier 50% of Cold Damage Converted to Fire Damage

xx% of [Damage Type] Added as [Damage Type]

For example the level 1 Caustic Arrow skill gem has the modifier Gain 30% of Physical Damage as extra Chaos Damage

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.

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% (ref) . Conversion from skill gems takes priority over conversion from other sources (such as equipment), and is not scaled. For example:

  • A player is wielding a bow that deals 100 Physical Damage,
  • a BlackgleamBlackgleam
    Fire Arrow Quiver
    Requires Level 22
    Adds 4–8 Fire Damage to Attacks with Bows10% increased Attack Speed
    +(80 to 100) to Evasion Rating
    +(10 to 30) to maximum Mana
    50% of Physical Damage Converted to Fire Damage
    Adds 5–10 Fire Damage to Attacks with Bows
    Molten feather, veiled spark,
    Hissing arrows from the dark.
    quiver that has 50% of Physical Damage converted to Fire Damage,
  • and HrimsorrowHrimsorrow
    Goathide Gloves
    Evasion: 42
    Requires Level 9, 17 Dex
    +(20 to 30) to Strength
    50% increased Evasion Rating
    +(10 to 20)% to Cold Resistance
    25% of Physical Damage Converted to Cold Damage
    Reflects 10 Cold Damage to Melee Attackers
    Of ancient giants, none remain,
    Their only trace is timeless pain.
    gloves that have 25% of Physical Damage converted to Cold Damage.
  • The player is using the skill Lightning Arrow, which has 50% of Physical Damage converted to Lightning Damage
The total in this is example is 125% of Physical Damage, and must be scaled. Since it comes from a skill gem, Lightning Arrow's modifier takes priority and is not scaled. The other two are scaled evenly to convert the remaining 50% of physical damage.
50 * (50/75) = 33.33% Converted to Fire Damage by Blackgleam
25 * (50/75) = 16.67% Converted to Cold Damage by Hrimsorrow
In summary, the resulting converted damage would be 50 Lightning Damage, 33 Fire Damage, and 17 Cold Damage, and 0 Physical Damage, a total of 100 Damage.

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 be both the original damage type it was converted from, and the new damage type that is was converted to. Summary of benefits above provides a simple example, while Interaction with other modifiers and Example calculation below provide more detailed examples.

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.[1]

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. Damage added in this way can exceed 100% of the source damage type, and does not need to be scaled. For 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 gem, which has 20% of Physical Damage Added as Fire Damage.
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 gem adds an additional 20% of the original Physical Damage as Fire Damage
In summary, the resulting converted damage would be 50 Lightning Damage, 53 Fire Damage, and 17 Cold Damage, and 0 Physical Damage, a total of 120 Damage.

Taken as

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,[2] 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 taken as is calculated simultaneously, this means that the incoming damage can be shifted to any other type of damage. For example The Rat CageThe Rat Cage
Sharkskin Tunic
Evasion: (798 to 877)
Requires Level 56, 152 Dex
(100 to 120)% increased Evasion Rating
+(160 to 200) to maximum Life
−5% to maximum Fire Resistance
15% increased Movement Speed
20% increased Fire Damage taken
10% of Fire Damage taken as Physical Damage
The truth lies inside every man, if you dig around.
Many a confession was found in the bowels of Axiom.
has #% of Fire Damage taken as Physical Damage, this modifier wouldn't have worked if it was a Converted to-process.[1]

Since Damage taken as does all calculations simultaneously. This also means that the initial damage can not be shifted any further.[3] For example with Cloak of FlameCloak of Flame
Scholar's Robe
Energy Shield: 41Requires Level 18, 55 Int
+(30 to 50)% to Fire Resistance
(30 to 50)% increased Ignite Duration on enemies
10% chance to Ignite
Reflects 15 Fire Damage to Melee Attackers
20% of Physical Damage taken as Fire Damage
He who sows embers shall reap hellfire.
and Avian Twins TalismanAvian Twins TalismanTalisman Tier: 2
<Damage taken as Variant>
[see notes]
CorruptedThe first ones live where they can, where they must. They embrace the frost, the storm, the drought. Waxing and waning, breaking and mending, living with time and happenstance, as must we.
- The Wolven King
with #% of Fire Damage Taken As Lightning Damage equipped the incoming Physical Damage will be shifted to Fire Damage but the Fire Damage can not 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
Cloak of FlameCloak of Flame
Scholar's Robe
Energy Shield: 41Requires Level 18, 55 Int
+(30 to 50)% to Fire Resistance
(30 to 50)% increased Ignite Duration on enemies
10% chance to Ignite
Reflects 15 Fire Damage to Melee Attackers
20% of Physical Damage taken as Fire Damage
He who sows embers shall reap hellfire.

20% Physical Damage taken as Fire Damage
100 * 0.80 = 80 Physical Damage
100 * 0.20 = 20 Fire Damage
Avian Twins TalismanAvian Twins TalismanTalisman Tier: 2
<Damage taken as Variant>
[see notes]
CorruptedThe first ones live where they can, where they must. They embrace the frost, the storm, the drought. Waxing and waning, breaking and mending, living with time and happenstance, as must we.
- The Wolven King

50% Fire Damage taken as Lightning Damage
0 * 0.50 = 0 Fire Damage
0 * 0.50 = 0 Lightning Damage

Sources

Skills

Items

Unique items which convert damage include:

  • Converted to lightning:
  • Physical to lightning
  • Moonbender's WingMoonbender's Wing
    Tomahawk
    One Handed Axe
    Physical Damage: (45–91 to 58–110)
    Critical Strike Chance: (6.50 to 7.50)%
    Attacks per Second: 1.5
    Requires Level 39, 81 Str, 56 Dex
    (70 to 90)% increased Physical Damage
    Adds (5–13 to 9–17) Physical Damage
    (30 to 50)% increased Critical Strike Chance
    25% of Physical Damage Converted to Cold Damage
    25% of Physical Damage Converted to Lightning Damage
    Grants level 1 Lightning Warp Skill
    Beneath the cold light of the moon, the wing moves faster than the eye.
  • Converted to cold:
  • Physical to cold:
  • Moonbender's WingMoonbender's Wing
    Tomahawk
    One Handed Axe
    Physical Damage: (45–91 to 58–110)
    Critical Strike Chance: (6.50 to 7.50)%
    Attacks per Second: 1.5
    Requires Level 39, 81 Str, 56 Dex
    (70 to 90)% increased Physical Damage
    Adds (5–13 to 9–17) Physical Damage
    (30 to 50)% increased Critical Strike Chance
    25% of Physical Damage Converted to Cold Damage
    25% of Physical Damage Converted to Lightning Damage
    Grants level 1 Lightning Warp Skill
    Beneath the cold light of the moon, the wing moves faster than the eye.
  • Asphyxia's WrathAsphyxia's Wrath
    Two-Point Arrow Quiver
    Requires Level 10
    (20 to 30)% increased Accuracy Rating(8 to 12)% increased Attack Speed
    +(30 to 40)% to Cold Resistance
    (30 to 40)% increased Chill Duration on Enemies
    20% of Physical Damage Converted to Cold Damage
    (7 to 10)% chance to Freeze
    40% reduced Radius of Curses
    Curses on Slain Enemies are transferred to a nearby Enemy
    Mist of breath
    Icing to lips and throat
    As the warm ones choke and fall
    Upon the frozen wasteland.
  • HrimsorrowHrimsorrow
    Goathide Gloves
    Evasion: 42
    Requires Level 9, 17 Dex
    +(20 to 30) to Strength
    50% increased Evasion Rating
    +(10 to 20)% to Cold Resistance
    25% of Physical Damage Converted to Cold Damage
    Reflects 10 Cold Damage to Melee Attackers
    Of ancient giants, none remain,
    Their only trace is timeless pain.
  • Lightning to cold
  • Call of the BrotherhoodCall of the Brotherhood
    Two-Stone Ring
    Requires Level 20
    (12 to 16)% to Cold and Lightning Resistances+(15 to 25) to Intelligence
    (15 to 25)% increased Lightning Damage
    (30 to 40)% increased Mana Regeneration Rate
    50% of Lightning Damage Converted to Cold Damage
    Your spells have 100% chance to Shock against Frozen enemies
    Forged by three brothers so that they may recognize each other across any distance of time or travel.
  • Converted to fire:
  • Physical to fire:
  • BlackgleamBlackgleam
    Fire Arrow Quiver
    Requires Level 22
    Adds 4–8 Fire Damage to Attacks with Bows10% increased Attack Speed
    +(80 to 100) to Evasion Rating
    +(10 to 30) to maximum Mana
    50% of Physical Damage Converted to Fire Damage
    Adds 5–10 Fire Damage to Attacks with Bows
    Molten feather, veiled spark,
    Hissing arrows from the dark.
  • Chernobog's PillarChernobog's Pillar
    Ebony Tower Shield
    Chance to Block: 25%
    Armour: (788 to 895)
    Requires Level 61, 159 Str
    Adds (7–15 to 10–25) Fire Damage to Attacks
    (120 to 150)% increased Armour
    +(35 to 50)% to Fire Resistance
    25% of Physical Damage Converted to Fire Damage
    10% chance to Curse Enemies with Enfeeble on Hit
    Fire Dances with those who doubt
    Licks the skin and flesh from the fearful
    Where there is no fear
    There is no flame
  • The Goddess ScornedThe Goddess Scorned
    Elegant Sword
    One Handed Sword
    Physical Damage: (60–95 to 68–108)
    Critical Strike Chance: (9.5 to 10.5)%
    Attacks per Second: 1.50
    Requires Level 28, 46 Str, 55 Dex
    18% Increased Accuracy RatingUses both hand slots
    (250 to 300)% increased Physical Damage
    (90 to 110)% increased Critical Strike Chance
    (15 to 20)% increased Global Critical Strike Multiplier
    +(40 to 50)% to Fire Resistance
    Cannot be Ignited
    100% of Physical Damage Converted to Fire Damage
    Ignited Enemies Burn 50% faster
    You can only deal Damage with this Weapon and Ignite
    Her purpose seems done; the oath is fulfilled.
    Rust dulls her smirk with the last demon killed.
    The embers grow dim and yet hope burns her lips:
    "An old flame renewed can define our eclipse!"
  • Cold to fire:
  • PyrePyre
    Sapphire Ring
    Requires Level 11
    +(20 to 30)% to Cold Resistance+(25 to 35)% to Fire Resistance
    (25 to 35)% increased Burning Damage
    100% of Cold Damage Converted to Fire Damage
    10% increased Light Radius
    Ignited enemies you hit are destroyed on Kill
    Let winter come. It will only make my fire burn brighter.
  • Converted to chaos:
  • Physical to chaos:
  • Lightbane RaimentLightbane Raiment
    Ornate Ringmail
    Armour: (407 to 444)
    Energy Shield: (119 to 130)
    Requires Level 47, 69 Str, 69 Int
    (120 to 140)% increased Armour and Energy Shield
    30% of Physical Damage Converted to Chaos Damage
    Reflects 30 Chaos Damage to Melee Attackers
    25% reduced Light Radius
    100% chance on Block to create Desecrated Ground
    ... And the Light faded and hope waned
    Zahndethus cast aside his faith
    and embraced the darkness.
  • DarkscornDarkscorn
    Assassin Bow
    Bow
    Physical Damage: (80–208 to 101–245)
    Critical Strike Chance: 6.50%
    Attacks per Second: 1.38
    Requires Level 62, 212 Dex
    (100 to 125)% increased Physical Damage
    Adds (10–15 to 15–20) Physical Damage
    10% increased Attack Speed
    25% of Physical Damage Converted to Chaos Damage
    (15 to 30)% increased Accuracy Rating
    25% of Physical Damage taken as Chaos Damage
    "The Spirit of War knows nothing of good and evil. It knows only destruction."
    - Sekhema Asenath
  • Mortem MorsuMortem Morsu
    Fright Claw
    Claw
    Physical Damage: (16–65 to 18–74)
    Critical Strike Chance: 7.88%
    Attacks per Second: 1.80
    Requires Level 34, 61 Dex, 61 Int
    2% of Physical Attack Damage Leeched as Life(75 to 100)% increased Physical Damage
    20% increased Attack Speed
    25% increased Critical Strike Chance
    25% increased Global Critical Strike Multiplier
    (10 to 20)% of Physical Damage Converted to Chaos Damage
    Poisonous Hit
    25% reduced Enemy Stun Threshold with this Weapon
    Fear blisters the heart and thins the blood.
    Fear squeezes lungs and sets the guts to fester.
    Fear is the wound left untended.
  • Lightning to chaos:
  • Voltaxic RiftVoltaxic Rift
    Spine Bow
    Bow
    Physical Damage: 24–71
    Elemental Damage: (1–275 to 1–325)
    Critical Strike Chance: 6%
    Attacks per Second: (1.49 to 1.55)
    Requires Level 64, 212 Dex
    Adds (1–275 to 1–325) Lightning Damage
    (10 to 15)% increased Attack Speed
    100% of Lightning Damage Converted to Chaos Damage
    10% Chance to Shock
    Your Chaos Damage can Shock
    The eldritch storm descended upon us, and bruised lightning rained down. Metal withered and flesh melted before its arcane power. There was no escape, no shelter. Only despair.
  • Fire to chaos:
  • The Consuming DarkThe Consuming Dark
    Fiend Dagger
    Dagger
    Physical Damage: 19–76
    Critical Strike Chance: 7.00%
    Attacks per Second: 1.20
    Requires Level 53, 58 Dex, 123 Int
    60% increased Global Critical Strike Chance+1 to Level of Socketed Fire Gems
    (40 to 60)% increased Spell Damage
    +(20 to 40) to Intelligence
    75% of Fire Damage Converted to Chaos Damage
    Your Chaos Damage Poisons Enemies
    The brightest flames cast the darkest shadows.
  • Infernal MantleInfernal Mantle
    Widowsilk Robe
    Energy Shield: (467 to 531)Requires Level 65, 187 Int
    +1 to Level of Socketed Fire Gems
    (25 to 35)% increased Fire Damage
    100% increased Global Critical Strike Chance
    (190 to 230)% increased Energy Shield
    25% of Fire Damage Converted to Chaos Damage
    100% increased Spell Damage taken when on Low Mana
    Despair hums, softly, deadly, in the bones of my enemies.
    Eyes will burn, and souls wither, as they bask in my radiance.
  • Taken as:
  • Physical to lightning
  • Lightning CoilLightning Coil
    Desert Brigandine
    Armour: (509 to 590)
    Evasion: (509 to 590)
    Requires Level 60, 96 Str, 96 Dex
    Adds (1–20 to 1–30) Lightning Damage to Attacks
    (90 to 120)% increased Armour and Evasion
    +(60 to 80) to maximum Life
    −60% to Lightning Resistance
    30% of Physical Damage taken as Lightning Damage
    "There's nothing like imminent death
    to galvanize one's purpose in life."
    - Malachai the Soulless
  • Physical to cold
  • Taste of HateTaste of Hate
    Sapphire Flask
    Lasts 3.5 Seconds
    Consumes 30 of 60 Charges on use
    +10% to maximum Cold Resistance
    +50% to Cold Resistance
    Requires Level 18
    30% of Physical Damage taken as Cold Damage during flask effect
    Gain 30% 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
    A sip will freeze your lips,
    A swig will chill your heart,
    A glass will still your soul.
    Right click to drink. Can only hold charges while in belt. Refills as you kill monsters.
    (during flask effect)
  • Physical to fire:
  • Cloak of FlameCloak of Flame
    Scholar's Robe
    Energy Shield: 41Requires Level 18, 55 Int
    +(30 to 50)% to Fire Resistance
    (30 to 50)% increased Ignite Duration on enemies
    10% chance to Ignite
    Reflects 15 Fire Damage to Melee Attackers
    20% of Physical Damage taken as Fire Damage
    He who sows embers shall reap hellfire.
  • Physical to chaos:
  • DarkscornDarkscorn
    Assassin Bow
    Bow
    Physical Damage: (80–208 to 101–245)
    Critical Strike Chance: 6.50%
    Attacks per Second: 1.38
    Requires Level 62, 212 Dex
    (100 to 125)% increased Physical Damage
    Adds (10–15 to 15–20) Physical Damage
    10% increased Attack Speed
    25% of Physical Damage Converted to Chaos Damage
    (15 to 30)% increased Accuracy Rating
    25% of Physical Damage taken as Chaos Damage
    "The Spirit of War knows nothing of good and evil. It knows only destruction."
    - Sekhema Asenath
  • Fire to Physical:
  • The Rat CageThe Rat Cage
    Sharkskin Tunic
    Evasion: (798 to 877)
    Requires Level 56, 152 Dex
    (100 to 120)% increased Evasion Rating
    +(160 to 200) to maximum Life
    −5% to maximum Fire Resistance
    15% increased Movement Speed
    20% increased Fire Damage taken
    10% of Fire Damage taken as Physical Damage
    The truth lies inside every man, if you dig around.
    Many a confession was found in the bowels of Axiom.
  • Elemental to chaos:
  • Incandescent HeartIncandescent Heart
    Saintly Chainmail
    Armour: (761 to 878)
    Energy Shield: (216 to 235)
    Requires Level 70, 99 Str, 115 Int
    +(60 to 80) to Armour
    (120 to 140)% increased Armour and Energy Shield
    +(80 to 90) to maximum Life
    (0.8 to 1)% of Physical Attack Damage Leeched as Life
    25% of Elemental Damage taken as Chaos Damage
    (20 to 30)% increased Light Radius
    Light Radius is based on Energy Shield instead of Life
    Only light may banish the shadows from this land
    And the black lies wrapped around your heart

Passives

The following passives convert damage or add damage as another type:

Name Bonuses
Avatar of Fire
  • 50% of Physical Damage Converted to Fire Damage
  • 50% of Lightning Damage Converted to Fire Damage
  • 50% of Cold Damage Converted to Fire Damage
  • Deal no Non-Fire Damage
Tempest Blast
  • 30% of Wand Physical Damage Added as Lightning Damage
Wand Cold Damage
  • 10% of Wand Physical Damage Added as Cold Damage
Wand Fire Damage
  • 10% of Wand Physical Damage Added as Fire Damage

Corruption

Corrupting a Quiver or Scepter has a chance to replace its implicit mod with

  • 10-20% of Physical damage converted to Cold Damage
  • 10-20% of Physical damage converted to Lightning Damage
  • 10-20% of Physical damage converted to Fire Damage

Interaction with other modifiers

Converted damage is affected by modifiers that apply to be both the original damage type it was converted from, and the new damage type that is was converted to. For example Fire Damage that is added by the Added Fire Damage gem will be affected by both increased Physical Damage modifiers and increased Fire Damage modifiers.

Also, converted damage can itself be converted. For example:

  • A player is wielding a weapon that deals 100 Physical Damage,
  • the player is affected by a level 10 Hatred aura which has the modifier 30% of Physical Damage Added as Cold Damage,
  • the player is using an attack supported by a level 1 Cold to Fire support gem, with the modifier 50% of Cold Damage Converted to Fire Damage
In this example 30% of the Physical Damage is added as Cold damage, and 50% of that Cold damage is converted to Fire. The resulting damage is therefore 100 Physical Damage, 15 Cold Damage, and 15 Fire Damage.
  • The Physical Damage was not the result of a conversion, and so is only affected by modifiers that affect Physical Damage, as normal
  • The Cold Damage will be affected by any mods that affect either Physical Damage or Cold Damage
  • The Fire Damage will be affected by any mods that affect Physical, Cold or Fire Damage

Example calculation

Imagine a player wielding a sword that deals 100 Physical Damage, and performs an attack with the following modifiers:

  • 50% of Physical Damage converted to Cold Damage from a skill gem
  • 30% of Physical Damage converted to Fire Damage from gear
  • 30% of Physical Damage converted to Lightning Damage from gear
  • 30% of Physical Damage Added as Fire Damage from a support gem
  • 15% of Physical Damage Added as Cold Damage from a support gem
  • 50% of Cold Damage converted to Fire Damage from a support gem
  • Adds 30 Cold Damage from a support gem
  • 30% more Physical Damage from a support gem
  • 70% more Weapon Elemental Damage from a support gem
  • 80% increased Physical Damage with Swords from passive skills
  • 30% increased Melee Physical Damage from Strength and passive skills
  • 20% increased Fire Damage from passive skills
  • 15% increased Cold Damage from passive skills

First off, there is more than 100% of physical damage conversion, so the values are scaled to total 100%. As a result, 50% of physical damage will become Cold Damage, 25% will become Fire Damage, and 25% will become Lightning Damage.

The Cold Damage

The amount of Cold damage that has been converted from Physical is 65 (50 Converted to, 15 Added as). 50% of the Cold Damage is Converted to Fire, leaving us with 32.5 remaining Cold Damage. This damage is affected by all Cold and Physical Damage modifiers:

80 + 30 + 15% = 125% increased damage
30% more damage
70% more damage
  • 32.5 * (1 + 0.8 + 0.3 + 0.15) * 1.3 * 1.7 = 161.6 Cold Damage

There is also 30 Cold Damage added by a support gem which was not the result of a conversion. 50% of this is Converted to Fire, and the remaining 15 is affected by all Cold Damage modifiers:

15% increased damage
70% more damage
  • 15 * (1 + 0.15) * 1.7 = 29.3 Cold Damage

The Lightning Damage

There is 25 Lightning Damage that was converted from Physical. This damage is affected by all Lightning and Physical Damage modifiers:

80 + 30 = 110% increased damage
30% more damage
70% more damage
  • 25 * (1 + 0.8 + 0.3) * 1.3 * 1.7 = 116.0 Lightning Damage

The Fire Damage

There is 55 Fire Damage that was converted from Physical. This damage is affected by all Fire and Physical Damage modifiers:

80 + 30 + 20 = 130% increased damage
30% more damage
70% more damage
  • 55 * (1 + 0.8 + 0.3 + 0.2) * 1.3 * 1.7 = 279.6 Fire Damage

There is also 32.5 Fire Damage that was converted from Cold that was converted from Physical. This damage is affected by all Fire, Cold, and Physical Damage modifiers:

80 + 30 + 20 + 15 = 145% increased damage
30% more damage
70% more damage
  • 32.5 * (1 + 0.8 + 0.3 + 0.2 + 0.15) * 1.3 * 1.7 = 176.0 Fire Damage

There is also 15 Fire Damage that was converted from Cold. This damage is affected by all Fire and Cold Damage modifiers:

20 + 15 = 35% increased damage
70% more damage
  • 15 * (1 + 0.2 + 0.15) * 1.7 = 34.4 Fire Damage

The Final Damage

In summary we have

29.3 Cold Damage
161.6 Cold Damage (from Physical)
116.0 Lightning Damage (from Physical)
279.6 Fire Damage (from Physical)
176.0 Fire Damage (from Cold, from Physical)
34.4 Fire Damage (from Cold)

For a total of 190.9 Cold, 490.0 Fire, and 116.0 Lightning Damage, a grand total of 796.9 damage.

References

  1. 1.0 1.1 Dan_GGG (January 12, 2016). "Elemental Damage Taken As Physical". Official Path of Exile Forums. Retrieved January 25, 2016.
  2. Mark_GGG (September 26, 2013). "Specifics on Lightning Coil mechanics?". Official Path of Exile Forums. Retrieved November 21, 2015.
  3. Dan_GGG (January 12, 2016). "Elemental Damage Taken As Physical". Official Path of Exile Forums. Retrieved January 25, 2016.