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Damage

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Damage is the process at which a player or monster's life or energy shield is reduced.

Damage reduction only affects physical damage. The other four damage types each have their own resistance value (e.g. "Fire resistance") which is viewable in the character sheet. Resistances reduce damage taken, and are normally capped at 75%. However, there are passives and items that can increase maximum resistances to allow for values higher than 75%.

If a passive does not specify whether it affects weapon or spell damage, it will affect both.

This page focuses on damage being dealt by the player. For information on how the elements affect him, see status ailments and resistances. For information on when damage is applied see, receiving damage.

Damage sources

All damage instances have exactly one damage source. Modifiers which apply specifically to one source never apply to the others. There are currently four damage sources:[1]

Damage types

A hit can be composed of several types of damage, but each type of damage has modifiers applied to it separately from other types in the same hit. Damage over time effects always consist of exactly one damage type. All damage must have exactly one type; there is no such thing as "typeless" or "multi-typed" damage.

Currently there are 5 types of damage:

Physical Damage

Main article: Physical damage

Physical damage is usually dealt by attacks but can also come from some spells, like Glacial CascadeGlacial CascadeSpell, AoE, Cold
Radius: 12
Mana Cost: (13 to 26)
Cast Time: 0.80 sec
Critical Strike Chance: 5.00%
Damage Effectiveness: 60%
Requires Level 28Icicles emerge from the ground in a series of small bursts, each damaging enemies caught in the area.Per 1% Quality:
1% increased Damage
Deals (48-422) to (72-633) Physical Damage
60% of Physical Damage Converted to Cold Damage
+(0-2) to radius
Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
, Ethereal KnivesEthereal KnivesProjectile, Spell
Mana Cost: (5 to 23)
Cast Time: 0.60 sec
Critical Strike Chance: 6.00%
Projectile Speed: 1300
Fires an arc of knives in front of the caster which deals physical damage.Per 1% Quality:
1% increased Projectile Speed
Deals (4-459) to (6-688) Physical Damage
9 additional Projectiles
(0-19)% increased Projectile Speed
Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
, Blade VortexBlade VortexSpell, AoE, Duration
Radius: 15
Mana Cost: (6 to 19)
Cast Time: 0.50 sec
Critical Strike Chance: 6.00%
Damage Effectiveness: 30%
Requires Level 12This spell creates ethereal blades which orbit in an area around you, dealing damage every 0.6 seconds to all enemies in their radius. As more blades are added, the damage becomes greater and more frequent.Per 1% Quality:
0.5% increased Area of Effect
Deals (7-123) to (10-185) Physical Damage
Base duration is 5 seconds
Can have up to 20 active spinning blades
20% more Damage with Ailments for each blade
10% increased Hit Rate for each blade
30% more Damage with Hits for each blade
+(0-4) to radius
Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
, BladefallBladefallSpell, AoE
Radius: 12
Mana Cost: (13 to 26)
Cast Time: 0.80 sec
Critical Strike Chance: 5.00%
Damage Effectiveness: 90%
Requires Level 28Ethereal weapons rain from the sky, dealing damage to enemies in a sequence of five volleys, each wider but less damaging than the last. Enemies can be hit multiple times where these overlap.Per 1% Quality:
0.5% increased Area of Effect
Deals (44-380) to (65-570) Physical Damage
6% less Damage per Volley
Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
, and Shockwave TotemShockwave TotemTotem, Spell, AoE, Duration
Radius: 24
Mana Cost: (24 to 58)
Cast Time: 0.60 sec
Critical Strike Chance: 5.00%
Damage Effectiveness: 60%
Requires Level 28Summons a totem that shakes the earth around it, knocking back and damaging nearby enemiesPer 1% Quality:
1% increased totem life
Deals (23-231) to (46-429) Physical Damage
Totem lasts 8 seconds
25% chance to Knock Enemies Back on hit
Summons a Totem which uses this Skill
Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
. Most sources of life leech and mana leech only apply to physical attack damage when determining how much life or mana is gained. Many passive attack skills only increase physical damage, especially those which apply to a specific weapon type.

Fire Damage

Main article: Fire damage

Dealing a critical strike with fire damage inflicts the ignite ailment. Fire damage has its own unique term for damage over time called burning damage that applies exclusively to fire damage over time effects.

Cold Damage

Main article: Cold damage

Hitting an enemy with cold damage can inflict the chill ailment, while dealing a critical strike with cold damage can inflict the freeze ailment.

Lightning Damage

Main article: Lightning damage

Dealing a critical strike with lightning damage can inflict the shock ailment. Lightning damage has a greater damage range than other damage types---it tends to deal 10-190% of the average damage, instead of 80-120% as with other damage types.

Chaos Damage

Main article: Chaos damage

Chaos damage ignores energy shield, reducing life directly. Notably, while the poison ailment is associated with chaos damage it is not inflicted when dealing a critical strike with chaos damage.

Keywords exclusive to a damage source

Some keywords are exclusive to a damage source.

Attack

Melee

Melee damage is a category of damage exclusive to the attack damage source; in the case of damage instances who inherit keywords from a parent skill (such as ignite or Puncture's bleed) the melee keyword is not inherited.

Unarmed

Main article: Unarmed

Unarmed damage is a subcategory of Melee Damage and therefore inherits damage modifiers from the Melee and Attack keywords.

Weapon-specific Keywords

Weapon-specific keywords are derivatives of the Attack damage source and therefore are not inherited by damage instances who inherit keywords from a parent skill (such as ignite, puncture's bleed, or Poison Arrow's poison cloud).

Other Keywords

Beyond source and type, there are several other ways to classify damage which are best referred to by their generic name Keywords. In the case of a damage instance triggered by a parent skill (such as ignite), these modifiers are all inherited from the triggering hit. See keywords for more information.

Area

Certain skills have an Area of Effect (AoE for short) and can affect multiple enemies or allies at once.

Elemental

Elemental Damage modifiers affect all types of elemental damage (Fire, Cold and Lightning). Chaos damage is not considered elemental.

Mine

Mines are skills which are laid at the characters location and detonated by a separate command.

Minion

Modifiers to minion damage function as a generic damage modifier granted to the minion. This means it will apply to all damage dealt regardless of source, type, or keywords.

Projectile

Note that skills with the bow keyword are considered to implicitly be projectiles.

Totem

Modifiers to totem damage function as a generic damage modifier granted to the totem. This means it will apply to all damage dealt regardless of source, type, or keywords.

Trap

Modifiers to trap damage function as a generic damage modifier granted to the trap. This means it will apply to all damage dealt regardless of source, type, or keywords.

Generic Modifiers

Damage modifiers that have no restrictions or specifications are commonly referred to as generic damage modifiers. These modifiers are potent since they will apply to all damage dealt by the modified skill regardless of source, type, or keywords.

Reflected damage

Main article: Damage reflection

Unique Items

Applying to all damage types

Unique items that modify damage for all damage types globally.

Conditionally applying to all damage types

Unique items that modify damage for all damage types globally based on a condition.

Other unique items

Unique items that otherwise interact with all damage types, but don't fit any of the above categories.

Ascendancy classes

Many Ascendancy class passives grant increased Damage under certain conditions.

Self-conditional

These passives grant increased damage under certain conditions of your own character.

Ascendancy Class Name Bonuses
Berserker
Berserker avatar.png
Aspect of Carnage
  • 10% increased Damage taken
  • 40% more Damage
Ascendant
Ascendant avatar.png
Berserker
  • 5% increased Damage taken
  • 20% increased Attack, Cast and Movement Speed if you've taken a Savage Hit Recently
  • 10% more Damage
  • 1% of Damage Leeched as Life if you've Killed Recently
Slayer
Slayer avatar.png
Brutal Fervour
  • 100% increased Life Leeched per second
  • Cannot be Stunned while Leeching
  • You are Immune to Bleeding while Leeching
Ascendant
Ascendant avatar.png
Champion
  • 20% chance to Fortify on Melee hit
  • 20% chance to Taunt on Hit
  • You and nearby Allies have 30% increased damage while you have Fortify
  • 5% reduced Damage taken from Taunted Enemies
Ascendant
Ascendant avatar.png
Chieftain
  • 15% chance to Ignite
  • 30% increased Damage while you have a Totem
  • Gain 15% of Physical Damage as Extra Fire Damage if you've Killed Recently
  • Regenerate 2% of your maximum Life per second while you have a Totem
Berserker
Berserker avatar.png
Cloaked in Savagery
  • 100% of Damage Leeched as Life if you've taken a Savage Hit Recently
  • 50% increased Damage if you've taken a Savage Hit Recently
  • 25% increased Attack Speed if you've taken a Savage Hit Recently
Necromancer
Necromancer avatar.png
Commander of Darkness
  • Auras you Cast grant 3% increased Attack and Cast Speed to you and Allies.
  • You and Allies deal 30% increased Damage while affected by Auras you Cast.
  • You and Allies affected by your Auras have +20% to all Elemental Resistances
Champion
Champion avatar.png
First to Strike, Last to Fall
  • 40% increased Damage when not on Low Life
  • 200% increased Armour and Evasion Rating when on Low Life
  • Elemental Ailments are removed when you reach Low Life
  • Your Hits permanently Intimidate Enemies that are on Full Life
Ascendant
Ascendant avatar.png
Gladiator
  • 30% of Block Chance applied to Spells
  • 5% additional Block Chance
  • Attacks have 20% chance to cause Bleeding
  • 30% increased Damage if you've killed a Bleeding Enemy Recently
Gladiator
Gladiator avatar.png
Gratuitous Violence
  • 30% increased Damage against Bleeding Enemies
  • Bleeding Enemies you Kill Explode, dealing 10% of their Maximum Life as Physical Damage
  • Attacks have 25% chance to cause Bleeding
Champion
Champion avatar.png
Inspirational
  • You and nearby Allies deal 35% increased Damage
  • You and nearby Allies have 8% increased Movement Speed
Ascendant
Ascendant avatar.png
Necromancer
  • 20% increased Skill Effect Duration
  • You and your Minions have 4% Physical Damage Reduction
  • You and Allies deal 30% increased Damage while affected by Auras you Cast
  • You and Allies affected by your Auras have +20% Chaos Resistance
Ascendant
Ascendant avatar.png
Occultist
  • 20% increased maximum Energy Shield
  • 1% of Energy Shield Regenerated per second
  • Enemies you Curse have -15% to Chaos Resistance
  • 20% increased Damage if you've Killed a Cursed Enemy Recently
Gladiator
Gladiator avatar.png
Painforged
  • 8% additional Block Chance if you were Damaged by a Hit Recently
  • 40% increased Damage if you've taken no Damage from Hits Recently
Ascendant
Ascendant avatar.png
Pathfinder
  • 10% increased Movement Speed while using a Flask
  • 50% chance to gain a Flask Charge when you deal a Critical Strike
  • 30% increased Damage during Flask effect
  • 10% chance for your Flasks to not consume Charges
Inquisitor
Inquisitor avatar.png
Pious Path
  • Cannot be affected by Elemental Ailments while on Consecrated Ground
  • 6% of maximum Mana and Energy Shield Regenerated per second while on Consecrated Ground
  • 25% increased Attack and Cast Speed while on Consecrated Ground
Hierophant
Hierophant avatar.png
Pursuit of Faith
  • 6% increased Damage per Enemy Killed by you or your Totems Recently
  • 10% increased Attack and Cast Speed while you have a Totem
Ascendant
Ascendant avatar.png
Saboteur
  • Traps and Mine Damage Penetrates 6% Elemental Resistances
  • 20% chance to create a Smoke Cloud when you place a Mine or throw a Trap
  • 5% increased Damage for each Trap and Mine you have
  • 10% increased Movement Speed if you've placed a Mine or thrown a Trap Recently
Necromancer
Necromancer avatar.png
Spirit Eater
  • Minions deal 30% increased Damage
  • 40% increased Damage if you have consumed a corpse recently
  • 2% increased Attack and Cast Speed for each corpse consumed recently
  • Desecrate creates 2 additional Corpses
Ascendant
Ascendant avatar.png
Trickster
  • 50% increased Recovery Rate of Life, Mana and Energy Shield if you've Killed an Enemy affected by your Damage Over Time Recently
  • 20% more chance to Evade while on full Energy Shield
  • 20% increased Damage while not on full Energy Shield
  • 15 Mana Regenerated per second if you've used a Movement Skill Recently
Juggernaut
Juggernaut avatar.png
Unyielding
  • 30% increased Damage while you have Fortify
  • 1.5% of Maximum Life Regenerated per second while you have Fortify
  • 25% increased effect of Fortify on You
Juggernaut
Juggernaut avatar.png
Unrelenting
  • 6% increased Damage per Endurance Charge
  • 8% reduced Elemental Damage taken while at Maximum Endurance Charges
  • 25% chance that if you would gain Endurance Charges, you instead gain up to your maximum number of Endurance Charges

Enemy-conditional

These passives grant increase damage if an enemy is under a certain condition.

Ascendancy Class Name Bonuses
Assassin
Assassin avatar.png
Assassinate
  • Critical Strikes have Culling Strike
  • Hits deal 30% increased Damage against Enemies that are on Low Life
  • 100% more Critical Strike Chance against Enemies that are on Low Life
Slayer
Slayer avatar.png
Bane of Legends
  • Gain Onslaught for 20 seconds when you Kill a Rare or Unique Enemy
  • Kill Enemies that have 20% or lower Life when Hit by your Skills
Gladiator
Gladiator avatar.png
Blood in the Eyes
  • 30% increased Damage against Bleeding Enemies
  • 6% reduced Damage taken from Bleeding Enemies
  • 30% chance for Attacks to Maim on Hit against Bleeding Enemies
  • Attacks have 25% chance to cause Bleeding
Saboteur
Saboteur avatar.png
Born in the Shadows
  • 50% increased Blind duration
  • 30% increased Damage against Blinded Enemies
  • 6% reduced Damage taken from Blinded Enemies
Gladiator
Gladiator avatar.png
Gratuitous Violence
  • 30% increased Damage against Bleeding Enemies
  • Bleeding Enemies you Kill Explode, dealing 10% of their Maximum Life as Physical Damage
  • Attacks have 25% chance to cause Bleeding
Slayer
Slayer avatar.png
Headsman
  • 50% reduced Reflected Physical Damage taken
  • 20% more Damage if you've Killed Recently
  • 15% increased Radius of Area Skills if you've Killed Recently
Champion
Champion avatar.png
Inspirational
  • You and nearby Allies deal 35% increased Damage
  • You and nearby Allies have 8% increased Movement Speed
Chieftain
Chieftain avatar.png
Ngamahu, Flame's Advance
  • 15% chance to Ignite
  • 35% increased damage against Burning Enemies
Ascendant
Ascendant avatar.png
Slayer
  • 50% reduced Reflected Physical Damage taken
  • 40% increased Damage against Rare and Unique Enemies
  • Life Leech effects are not removed at Full Life
  • Your Damaging Hits always Stun Enemies that are on Full Life

References

  1. Bex_GGG (December 22, 2015). "Recent Community Questions Answered!". Official Path of Exile Forums. Retrieved December 23, 2015.