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

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 Module Error: No skills found with q_where = skill.active_skill_name="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 Burning Arrow skill iconBurning Arrow skill gem has the modifier 50% of Physical Damage Added as Fire Damage (Note: possibly wrong, skill says "50% of Physical Damage Converted to Fire 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 Blackgleam quiver that has 40% of Physical Damage converted to Fire Damage,
  • and Hrimsorrow gloves that have 25% of Physical Damage converted to Cold Damage.
  • The player is using the skill Lightning Arrow skill iconLightning Arrow, which has 50% of Physical Damage converted to Lightning Damage
The total in this is example is 115% 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.
40 * (50/65) = 30.77% Converted to Fire Damage by Blackgleam
25 * (50/65) = 19.23% Converted to Cold Damage by Hrimsorrow
In summary, the resulting converted damage would be 50 Lightning Damage, 31 Fire Damage, and 19 Cold Damage, and 0 Physical Damage, a total of 100 Damage.

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 skill iconLightning Arrow, as in the above example,
  • the Lightning Arrow skill iconLightning Arrow skill is supported by a level 1 Module Error: No skills found with q_where = skill.active_skill_name="Added Fire Damage" gem, which has 20% of Physical Damage Added as Fire Damage
In this example 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 Module Error: No skills found with q_where = skill.active_skill_name="Added Fire Damage" gem adds an additional 20% of the Physical Damage as Fire Damage
In summary, the resulting converted damage would be 50 Lightning Damage, 51 Fire Damage, and 19 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.

Sources

Skills

Items

Unique items which convert damage include:

  • Converted to cold:
  • Converted to fire:
  • Converted to chaos:
  • Infernal Mantle inventory iconInfernal MantleInfernal Mantle
    Widowsilk Robe
    Quality: +20%
    Energy Shield: (360-420)
    Movement Speed: -3%
    Requires Level 65, 187 Int+1 to Level of Socketed Fire Gems
    (25-35)% increased Fire Damage
    100% increased Global Critical Strike Chance
    (120-160)% increased Energy Shield
    15% of Fire Damage Converted to Chaos Damage
    25% 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.
    Infernal Mantle inventory icon
  • Lightbane Raiment inventory iconLightbane RaimentLightbane Raiment
    Ornate Ringmail
    Quality: +20%
    Armour: (621-673)
    Energy Shield: (122-132)
    Movement Speed: -5%
    Requires Level 47, 69 Str, 69 Int(120-140)% 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 to create Desecrated Ground when you Block
    Desecrated Ground deals 250 Chaos Damage per second (Hidden)
    Desecrated Ground has a radius of 16 (Hidden)
    . . . and the Light faded and hope waned
    Zahndethus cast aside his faith
    and embraced the darkness.
    Lightbane Raiment inventory icon
  • Darkscorn inventory iconDarkscornDarkscorn
    Assassin Bow
    Bow
    Quality: +20%
    Physical Damage: (112.5-135) to (285-321.3)
    Critical Strike Chance: 6.70%
    Attacks per Second: 1.50
    Weapon Range: 120
    Requires Level 62, 212 Dex+(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
    "The Spirit of War knows nothing of good and evil.
    It knows only destruction."
    - Sekhema Asenath
    Darkscorn inventory icon
  • Voltaxic Rift inventory iconVoltaxic RiftVoltaxic Rift
    Spine Bow
    Bow
    Quality: +20%
    Physical Damage: 31.2-93.6
    Elemental Damage: 1 to (275-325)
    Critical Strike Chance: 6.50%
    Attacks per Second: (1.54-1.61)
    Weapon Range: 120
    Requires Level 64, 212 DexAdds 1 to (275-325) Lightning Damage
    (10-15)% increased Attack Speed
    60% of Lightning Damage Converted to Chaos Damage
    10% chance to Shock
    Your Chaos Damage can Shock
    Shock Enemies as though dealing 300% more Damage
    Your Shocks can increase Damage taken by up to a maximum of 100%
    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.
    Voltaxic Rift inventory icon
  • Mortem Morsu inventory iconMortem MorsuMortem Morsu
    Fright Claw
    Claw
    Quality: +20%
    Physical Damage: (23.4-26.4) to (89.7-101.2)
    Critical Strike Chance: 7.88%
    Attacks per Second: 1.80
    Weapon Range: 11
    Requires Level 34, 61 Dex, 61 Int+20 Life gained for each Enemy hit by Attacks(75-100)% increased Physical Damage
    20% increased Attack Speed
    25% increased Critical Strike Chance
    +40% to Global Critical Strike Multiplier
    (10-20)% of Physical Damage Converted to Chaos Damage
    25% reduced Enemy Stun Threshold with this Weapon
    60% chance to Poison on Hit
    Fear blisters the heart and thins the blood.
    Fear squeezes lungs and sets the guts to fester.
    Fear is the wound left untended.
    Mortem Morsu inventory icon
  • Taken as:

Passives

The following passives convert damage: Template:Passive table

Corruption

Using a Vaal Orb inventory iconVaal OrbVaal OrbStack Size: 10Corrupts an item, modifying it unpredictablyRight click this item then left click an item to corrupt it. Corrupted items cannot be modified again.
Shift click to unstack.
Vaal Orb inventory icon
on an Quiver or Scepter has a chance to replace it's implict 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 Module Error: No skills found with q_where = skill.active_skill_name="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 skill iconHatred aura which has the modifier 30% of Physical Damage Added as Cold Damage,
  • the player is using an attack supported by a level 1 Module Error: No skills found with q_where = skill.active_skill_name="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.

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