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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 for giving or receiving damage:

  1. Initial damage:
    Damage sources have a base damage that can be increased by various stats. Stats are generally only applied once per calculation, however in some cases it is possible to benefit from stats twice.
    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
      • Converted to modifiers changes one type of damage into another, for example #% of Cold Damage Converted to Fire Damage.[1][2]
      • 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.[1]
    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.
    4. Critical strike roll
    5. Hits can be rolled as a critical strike which multiplies the damage by Template:SMW character query% by default.
  2. Preventing the hit:
    1. Evasion of attacks.[3]
    2. Dodge and Spell dodge.[3]
  3. Blocking the hit:
    1. Block and Spell block.[3]
  4. Damage shift:
    Incoming, damaging hits can be shifted to another damage type.[4] 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,[4] 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.
  5. Damage mitigation:
    • Damage can be avoided, for example with Glitterdisc inventory iconGlitterdiscGlitterdisc
      Burnished Spiked Shield
      Quality: +20%
      Chance to Block: 26%
      Evasion: (148-161)
      Energy Shield: (79-111)
      Movement Speed: -3%
      Requires Level 27, 37 Dex, 37 Int4% chance to Dodge Attack Hits(120-140)% increased Evasion and Energy Shield
      +(20-30) to maximum Energy Shield
      +(30-50) to maximum Life
      10% increased Rarity of Items found
      25% chance to Avoid Fire Damage from Hits
      You always Ignite while Burning
      Izaro's insistence on using lava
      resulted in some surprising material discoveries.
      Glitterdisc inventory icon
      . Avoiding damage stops the damage of a hit. It still counts as a hit, even if it only is 0 damage.[5]
    • 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 Template:SMW character query% cap.[6] These modifiers can be calculated from:
  6. 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:[7]
    Order Modifier Examples
    1 ±# X Damage taken from Y Ashrend inventory iconAshrendAshrend
    Buckskin Tunic
    Quality: +20%
    Evasion: (352-387)
    Movement Speed: -3%
    Requires Level 17, 53 DexSocketed Gems are Supported by Level 10 Added Fire Damage
    (80-100)% increased Evasion Rating
    +(30-50) to maximum Life
    +(40-50)% to Fire Resistance
    Cannot be Ignited
    (10-15)% increased Physical Damage with Ranged Weapons
    -(7-5) Physical Damage taken from Attack Hits
    The blasted oak stands forever.
    Ashrend inventory icon

    Bramblejack inventory iconBramblejackBramblejack
    Plate Vest
    Quality: +20%
    Armour: 22
    Movement Speed: -3%
    Adds 2 to 4 Physical Damage to Attacks
    +(12-20) to maximum Life
    -2 Physical Damage taken from Attack Hits
    40% of Melee Physical Damage taken reflected to Attacker
    It is safer to be feared than to be loved.
    Bramblejack inventory icon

    Astramentis inventory iconAstramentisAstramentis
    Onyx Amulet
    Requires Level 20+(10-16) to all Attributes+(80-100) to all Attributes
    -4 Physical Damage taken from Attack Hits
    Mindless rage will shake the world,
    Cunning lies will bend it.
    Reckless haste will break the world,
    And into darkness send it.
    Astramentis inventory icon
    2 #% increased/reduced X Damage taken Fortify
    Shock
    Vulnerability skill iconVulnerability
    Abyssus inventory iconAbyssusAbyssus
    Ezomyte Burgonet
    Quality: +20%
    Armour: (761-830)
    Requires Level 60, 138 Str+(20-25) to all Attributes
    Adds 40 to 60 Physical Damage to Attacks
    +(100-125)% to Melee Critical Strike Multiplier
    (100-120)% increased Armour
    (40-50)% increased Physical Damage taken
    When you have slain all of your enemies,
    what is left to fear?
    Abyssus inventory icon

    Fragile Bloom inventory iconFragile BloomFragile Bloom
    Crimson Jewel
    Limited to: 1Maximum 10 Fragile Regrowth
    0.7% of Life Regenerated per second per Fragile Regrowth
    Lose all Fragile Regrowth when Hit
    Gain 1 Fragile Regrowth each second
    The first green shoots of Spring are the most resilient,
    and the most vulnerable.
    Place into an allocated Jewel Socket on the Passive Skill Tree. Right click to remove from the Socket.
    Fragile Bloom inventory icon

    Module Error: Item link: No results found for search parameter "Hyaon's_Fury".
    Module Error: Item link: No results found for search parameter "Oro's_Sacrifice".
    Sibyl's Lament inventory iconSibyl's LamentSibyl's Lament
    Coral Ring
    Requires Level 45+(20-30) to maximum LifeAdds (8-15) to (20-28) Fire Damage to Attacks
    (20-10)% reduced Rarity of Items found
    Left ring slot: You and your Minions take 80% reduced Reflected Elemental Damage
    Right ring slot: You and your Minions take 80% reduced Reflected Physical Damage
    (20-30)% increased Elemental Damage with Attack Skills
    The portrait reflected his pain,
    a pain that she could never see.
    Sibyl's Lament inventory icon

    Unrelenting
    3 #% more/less X Damage taken Arctic Armour skill iconArctic Armour
    Kintsugi inventory iconKintsugiKintsugi
    Exquisite Leather
    Quality: +20%
    Evasion: (1548-1689)
    Movement Speed: -3%
    Requires Level 62, 170 Dex(100-120)% increased Evasion Rating
    +(60-80) to maximum Life
    +30% to Fire Resistance
    20% less Damage taken if you have not been Hit Recently
    50% increased Evasion Rating if you have been Hit Recently
    Do not hide your flaws, your cracks,
    mend them, and display them proudly.
    For it is these that set us apart.
    Kintsugi inventory icon
  7. Taking the final damage:
    1. Non-chaos damage damages energy shield protecting life until it's depleted, by default.
    2. For Mind over Matter users, #% of the remaining damage is removed from mana. Mind over Matter only applies if the hit is damaging life.

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


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.[8] 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 inventory iconLori's LanternLori's Lantern
Prismatic Ring
Requires Level 30+(8-10)% to all Elemental Resistances+10% to all Elemental Resistances
(6-8)% increased Movement Speed when on Low Life
31% increased Light Radius
+(20-25)% to Chaos Resistance when on Low Life
Damage from Enemies Hitting you is Unlucky while you are on Low Life
By its light, Lori led her young charges to safety
and bound up their wounds.
Her sword arm was iron, yet her heart gentle
and proof against hate.
Lori's Lantern inventory icon
and the "of Miring" map suffix.

External links

  • EHP Calculator - Calculates the effective HP value based on which defenses are used. Make sure to check the source for errors and out of date values.

References

  1. 1.0 1.1 Mark_GGG (February 22, 2015). "Elemental To Physical Conversion". Path of Exile Forums. Retrieved March 18, 2016.
  2. Mark_GGG (November 27, 2013). "Avatar of Fire ~ Elemental Damage Nodes". Path of Exile Forums. Retrieved March 2, 2016.
  3. 3.0 3.1 3.2 Daniel_GGG (January 2, 2014). "reflect mechanics VS evasion,blocking,acrobatics". Official Path of Exile Forums. Retrieved November 21, 2015.
  4. 4.0 4.1 Mark_GGG (September 26, 2013). "Specifics on Lightning Coil mechanics?". Official Path of Exile Forums. Retrieved November 21, 2015.
  5. Mark_GGG (June 22, 2016). "Mechanical Questions Thread". Path of Exile Forums. Retrieved June 22, 2016.
  6. Malice (November 14, 2011). "Mechanics thread". Official Path of Exile Forums. Retrieved November 22, 2015.
  7. Mark_GGG (May 15, 2014). "defensive mechanisms activate in which order?". Official Path of Exile Forums. Retrieved May 15, 2014.
  8. Mark_GGG (May 13, 2013 4:01 AM). "p/c new ring lori's lantern". Path of Exile Forum. Retrieved September 22, 2013.
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