Receiving damage

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Revision as of 18:46, 13 December 2024 by Blvcksvn (talk | contribs) (Created page with "Receiving damage involves several steps to determine whether the damage hits, how much damage is dealt by the attacker, how much of that damage is prevented by the defender's mitigation, and what resources (e.g. life, energy shield) are ultimately lost as a result. ==Order of operations== The list below displays the order of operations when an attacker attempts to damage a defender: <ol> <li>'''Avoiding the hit:''' <ul> <li>Manually avoiding hits...")
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Receiving damage involves several steps to determine whether the damage hits, how much damage is dealt by the attacker, how much of that damage is prevented by the defender's mitigation, and what resources (e.g. life, energy shield) are ultimately lost as a result.

Order of operations

The list below displays the order of operations when an attacker attempts to damage a defender:

  1. Avoiding the hit:

    These are the only defensive mechanics that prevent a hit from occurring, including preventing all on-hit effects. Other forms of mitigation cannot prevent a hit, even if they reduce damage taken to 0.

  2. Before being Hit:
    Effects such as Defiance of DestinyDefiance of Destiny
    Jade Amulet
    Requires Level 8+(10-15) to Dexterity(6-10)% increased maximum Life
    +(10-20) to Strength
    (25-40)% increased Mana Regeneration Rate
    Recover (10–20)% of Missing Life before being Hit by an Enemy
    The respect of Karui warriors is hard to earn,
    but lasts a lifetime... and beyond.
    's Gain #% of Missing Life before being Hit by an Enemy occur immediately after the defender fails to prevent the hit. (Regular when-hit or on-hit effects do not apply until after all other steps on this page.)
  3. Calculating unmitigated damage:
    1. Flat damage
      • Base damage is typically the damage as found on martial weapons for attacks or the skill gem for spells. Unarmed attacks and minions also have independent base damage.
      • Added damage (or flat damage) is damage added to a skill through conditional stats, support gems, equipment (e.g. rings), or certain skill mechanics such as Flame WallFlame WallBarrageable, Spell, AoE, Fire, Duration
        Tier: 1
        Level: (1-40)
        Cost: (12-1513) Mana
        Create a wall of Fire in front of the character, which Ignites everything within its area. Any Projectiles fired through the wall by you and Allies deal added Fire damage and inflict the Ignite on hit.Wall duration is (4.5–6.4) seconds
        Projectiles which pass through the wall deal (2–64) to (3–91) Added Fire Damage
        Ignites as though dealing (13–364) to (20–545) Fire damage

        Additional Effects From 1-20% Quality:
        (0–20)% more Magnitude of Ignite inflicted
        Place into a Skill Gem socket to gain this skill.
        Skills can be managed in the Skills Panel.
        with projectiles. Added damage is added to base damage before other modifiers.
    2. Damage conversion
      • Conversion modifiers change a percentage of one damage type's base+flat damage into another, for example #% of Physical Damage Converted to Fire Damage.
      • Gain conversion modifiers add a percentage of one damage type's base+flat damage as another damage type, for example Gain #% of Damage as Cold Damage.
      All conversion effects apply simultaneously and only apply once, preventing recursion. Conversions do not interact with each other, unless regular conversion exceeds 100% of an original damage type, in which case it is scaled down to 100%.
    3. Damage multipliers
      • All increased and reduced modifiers stack additively, then applied as a single multiplier. This also includes conditional stats.
      • All more and less modifiers apply independently, multiplicative against each other, unless the multiplier is from the same source (e.g. 10% more Damage per Stage would deal 50% more damage at 5 stages).
      Damage multipliers may be applied to enemies through effects like File:Sap status icon.pngSap.
    4. Critical hits
    5. If a hit's critical hit chance exceeds the requirement (usually rolled when the skill was used), damage is multiplied by
      Error: Table generic_stats not found.
      % by default, or 130% for monsters. Critical strike multiplier in excess of 100% may be reduced by #% reduced Extra Damage taken from Critical Strikes. For example, 60% reduced Extra Damage taken from Critical Strikes will cause a critical strike from a regular monster to deal 112% of the default hit, instead of 130%.[1]
    6. Rolling for damage:
      The hit rolls for damage, in the range calculated by applying multipliers to the hit's minimum and maximum flat damage. If the attacker's damage is lucky, or damage against the defender is unlucky, damage rolls twice and ignores the lower value. Similarly, if the attacker's damage is unlucky, damage rolls twice and ignores the higher value. This does not affect rolls for other mechanics (e.g. crit, ailments, block, suppression).[2]
    7. Doubling/tripling damage:
      Modifiers that double or triple damage apply after other offensive damage modifiers.
  4. Cannot take damage:
    Damage is removed by modifiers that make the defender unable to take damage, such as Cannot take Reflected Physical/Elemental Damage or File:Proximity Shield status icon.pngProximity Shield. This step is not considered 'preventing' damage for e.g. Lua error: Error: Table passive_skills not found... It should not be confused with immunity, which applies later.
  5. Damage taken as:
    Incoming damage can be shifted to another damage type.[3] It is usually done by utilizing an item which offers the #% of X Damage taken as Y modifier, for example:
    • Lightning CoilLightning Coil
      Ancestral Mail
      Armour: 162
      Evasion: 146
      Movement Speed: -4.0%
      Requires Level 50, 44 Str, 44 DexGrants Skill: Level (12-20) Valako's Charge(80-120)% increased Armour and Evasion
      +(80-100) to maximum Life
      +(20-30) to Dexterity
      (-40–-30)% to Lightning Resistance
      (20–40)% of Physical damage from Hits taken as Lightning damage
      The world churned during the Great Wasting.
      Tawhoa may have stilled the rioting earth,
      but it was Valako that tamed the broken sky.
    • Cloak of FlameCloak of Flame
      Silk Robe
      Energy Shield: 61
      Movement Speed: -3.0%
      Requires Level 22, 47 Int+(30-50)% of Fire Resistance
      (30-50)% reduced Ignite Duration on You
      40% of Physical Damage taken as Fire Damage
      25 to 35 Fire Thorns damage
      He who sows an ember shall reap an inferno.
    • Module Error: No results found for item using search term "item_name = Incandescent Heart"
    • Module Error: No results found for item using search term "item_name = Font of Thunder"
    This is not damage conversion.[3] Damage cannot be shifted twice, exceeding 100% damage taken as will not scale damage proportionally,[4] and damage will only be affected by mitigation for its final type. For example, if incoming physical damage is taken as fire, the shifted damage will not be affected by physical damage reduction.
  6. Damage mitigation:
    1. Cannot take X damage prevents damage that wasn't already removed before the damage taken as step.
    2. Immunities prevent damage entirely, such as Shade Form or Lua error: Error: Table passive_skills not found...
    3. Damage avoidance offers a chance to prevent damage entirely, for example with Elusive or Module Error: No results found for item using search term "item_name = Glitterdisc".[5][6]
    4. Resistance mitigates elemental and chaos damage. The attacker's penetration modifies resistances used in this step.
    5. Damage reduction, not to be confused with reduced damage taken,[7] mitigates damage types it exists for. By default, 'damage reduction' is only gained from armour against physical damage, but armour can grant damage reduction against other types through mechanics like Lua error: Error: Table passive_skills not found.., Lua error: Error: Table passive_skills not found.., or Module Error: No results found for item using search term "item_name = The Fourth Vow". Additional damage reduction is additive with damage reduction gained from armour, and can be gained from sources such as Strength body armour suffixes, Endurance charges, or Module Error: No results found for item using search term "item_name = Eternal Damnation". Damage reduction occurs after resistances[8] and is independent per damage type.[9]
  7. Modifying damage taken:
    After damage mitigation has calculated base damage taken, modifiers to damage taken are applied.[10] Flat modifiers are applied first, then the sum of all increases/reductions, and lastly all more or less multipliers independently:[11]
    Order Modifier Examples
    1 ±# X Damage taken from Y AshrendAshrend
    Pathfinder Coat
    Evasion: 78
    Movement Speed: -3.0%
    Requires Level 11, 24 Dex+(40-60) to maximum Life
    +(10-20) to Strength
    +(30-40)% to Fire Resistance
    Cannot be Ignited
    -10 Physical Damage taken from Attack Hits
    The blasted oak stands forever.

    Module Error: No skills found with q_where = skill.active_skill_name="Barkskin"
    Lua error: Error: Table passive_skills not found..
    2 #% increased/reduced X Damage taken Shock
    Module Error: No results found for item using search term "item_name = Abyssus"
    VulnerabilityVulnerabilitySpell, AoE, Physical, Duration, Curse
    Tier: 7
    Level: (1-20)
    Cost: (41-178) Mana
    Cast Time: 0.70 sec
    Curse all targets in an area after a short delay. making Hits against them ignore a portion of their Armour.Curse applies after 1.5 seconds delay
    Curse radius is (1.5-3.1) metres
    Curse inflicts -(16-19210) to Total Armour
    Curse duration is (6-7.4) seconds
    Curse does not apply to enemies above level (20-0)

    Additional Effects From 1-20% Quality:
    (0.5-10)% increased Curse Magnitudes
    Skills can be managed in the Skills Panel.
    3 #% more/less X Damage taken Toughness
    File:Fortification status icon.pngFortification
    Arctic ArmourArctic ArmourBuff, Spell, Persistent, Sustained, Cold, Staged
    Tier: 4
    Level: (1-20)
    Reservation: 30 Spirit
    Cooldown Time: 0.25 sec
    Can Store 1 Use(s)
    Cast Time: Instant
    Critical Strike Chance: 11.00%
    While active, conjures an icy barrier that gains stages over time. While the barrier has stages, Melee Attacks that hit you will remove a stage to cause a burst of ice that deals Cold Spell damage to the attacker.Deals (7-203) to (10-304) Cold Damage per Stage
    Gains a Stage every (1.25-0.72) seconds, up to a maximum of (2-5) Stages

    Additional Effects From 1-20% Quality:
    Gains a Stage every 0 seconds, up to a maximum of (0.05-1) Stages
    Skills can be managed in the Skills Panel.

    Module Error: No results found for item using search term "item_name = Doppelganger Guise"
    Lua error: Error: Table passive_skills not found..
  8. Suppressing the damage:
    Spell suppression applies, usually halving spell hits and ailments.[12][13]
  9. Being stunned:
    Stun chance is rolled based on damage at this point.
  10. Blocking the damage:
    Block or spell block rolls to prevent all damage, or a percentage of damage with modifiers like Lua error: Error: Table passive_skills not found...[14] Block also prevents most of the attacker's on-hit effects, including triggers.[15] when you Block effects occur in this step, before damage taken (if any).[16]
  11. Final damage taken:
    Effects that count the amount of damage taken by the player, such as Cast when Damage Taken Support and Bloodnotch use the damage value at this point. The difference between this damage and the damage at the start of the 'damage mitigation' step is considered prevented damage for effects like Lua error: Error: Table passive_skills not found.. or Lua error: Error: Table passive_skills not found...
  12. Applying damage and losing resources:
    Damage (or a portion thereof) is taken from resources in the following order. Any remaining damage will be taken from the next resource. Some effects allow damage to bypass a resource, in which case the bypassing damage will apply directly to the next resource instead.
      From other entities or effects:
      1. Effects that change damage to take resources from other objects 'before you'.[17].
        • Each effect is multiplicative, not additive: when 20% of damage is taken from Sentinel of Radiance, Module Error: No results found for item using search term "item_name = The Jinxed Juju" causes Module Error: No results found for item using search term "item_name = Raise Spectre" minions to take 10% of the remaining 80%.
      2. Effects that change damage to take from other objects 'before your life or energy shield', such as Module Error: No results found for item using search term "item_name = Frost Shield".[17]
      3. Buffs that intercept all damage (of a type), such as Aegises.[17]
      4. Buffs that intercept a percentage of damage, such most Guard skills.[17]
      From the defender's resources:
      1. Ward takes damage if not broken.[18]
      2. Damage is taken from energy shield before the resource that it protects (life by default, or mana if using Eldritch Battery).
        • By default, all Chaos Damage bypasses energy shield. This applies regardless if energy shield is protecting life or mana.
        • Energy shield recharge is interrupted when energy shield or the resource it is protecting is lost due to damage.[19]
        • If Eternal Youth is allocated, only directly losing life due to damage will interrupt life recharge. Delayed life loss from Petrified Blood or Progenesis does not interrupt life recharge.
      3. #% of the remaining damage is removed from mana, if granted by an effect such as Mind over Matter or The Ivory Tower.
      4. The remaining damage is removed from Life. Life does not protect any other resource. If all Life is removed, you die.
      5. Life loss can be prevented by various effects. Effects that grant #% of life loss prevented are multiplicative rather than additive.
        1. #% of Life loss from damage is prevented while affected by Progenesis and an equal amount of life loss is applied over time.
        2. #% of remaining Life loss from damage that would reduce your life below 50% while affected by Petrified Blood is prevented and a proportional amount of life loss is applied over time.
        3. If Dissolution of the Flesh is socketed, all remaining life loss is prevented and that amount is reserved as life.

Damage over time

Damage over Time generally follows the same principle, however this damage source doesn't hit, which means that it ignores evasion, armour, ward, and other mechanics limited to hits. Damage over time occurs at the start of each server frame, before potential hit damage, though after over-time recovery.[20]

While damaging ailments are applied by hits, they have a separate base dps calculation, starting from the flat damage of a hit. Hit-specific offensive modifiers will not apply to this calculation, nor will the defender's mitigation. This prevents debuffs like ignite from scaling twice with stats like #% increased Fire damage, or being reduced twice by fire resistance. Mitigation applies after the hit, over time, when damage is actually taken. (This includes immunities: physical immunity does not remove base damage for poison inflicted by a hit of mixed physical and chaos.)

Version history

Version Changes
0.8.3
  • Corrected calculation issue with damage reduction.

References

  1. https://www.reddit.com/r/pathofexile/comments/48pude/comment/d0lm412/
  2. Mark_GGG (May 13, 2013 4:01 AM). "p/c new ring lori's lantern". Official Path of Exile Forums. Retrieved September 22, 2013.
  3. 3.0 3.1 Mark_GGG (September 26, 2013). "Specifics on Lightning Coil mechanics?". Official Path of Exile Forums. Retrieved November 21, 2015.
  4. https://www.reddit.com/r/pathofexile/comments/5tt9v2/why_is_there_no_item_elemental_damage_taken_as/ddpqkal/
  5. Mark_GGG (June 22, 2016). "Mechanical Questions Thread". Official Path of Exile Forums. Retrieved June 22, 2016.
  6. Mark_GGG (June 23, 2016). "Regarding Glitterdisc". Official Path of Exile Forums Private Messages. Retrieved June 15, 2020.
  7. https://www.reddit.com/r/pathofexile/comments/cknbkl/how_does_physical_damage_reduction_work_exactly/evr9y8k/?context=1
  8. https://www.reddit.com/r/pathofexile/comments/gww68s/here_is_one_of_the_new_timeless_jewel_keystones/fsxqtk1/
  9. https://www.reddit.com/r/pathofexile/comments/wg8y6e/when_does_spell_suppression_happen_in_the_damage/iizzay5/?context=1
  10. https://www.reddit.com/r/pathofexile/comments/gww68s/here_is_one_of_the_new_timeless_jewel_keystones/ft1res0/?context=3
  11. Mark_GGG (May 15, 2014). "defensive mechanisms activate in which order?". Official Path of Exile Forums. Retrieved May 15, 2014.
  12. Mark_GGG (November 2nd, 2021). "Thoughts on Transcendence + Divine Shield interaction?". Path of Exile subreddit. Retrieved August 5th, 2022.
  13. Mark_GGG (August 5th, 2022). "When does Spell Suppression happen in the damage calculation". Path of Exile subreddit. Retrieved August 5th, 2022.
  14. Mark_GGG (May 24, 2019). "Utter trust in your defense unleashes ultimate potential.". Official Path of Exile Subreddit. Retrieved May 25, 2019.
  15. https://www.reddit.com/r/pathofexile/comments/h0z19u/why_does_gain_1_endurance_charge_every_second_if/funpjve/
  16. https://www.reddit.com/r/pathofexile/comments/qaerbj/it_will_be_extremely_easy_to_become_immune_to/hh34gl7/?context=1
  17. 17.0 17.1 17.2 17.3 Community Team (May 19th, 2021). "Game Mechanics Q&A Answers". Official Path of Exile Forums. Retrieved August 6th, 2021.
  18. Mark_GGG (July 19th, 2021). "Ward as an Overlooked Defensive Mechanic - Precis of the Implications". Path of Exile subreddit. Retrieved August 3rd, 2021.
  19. https://www.reddit.com/r/pathofexile/comments/a1n53x/comment/earf9ak/
  20. https://www.pathofexile.com/forum/view-thread/1676002/filter-account-type/staff/page/4#p14699897

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