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

Summary of benefits编辑

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编辑

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编辑

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%.[1] 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 脚本错误 quiver that has 50% of Physical Damage converted to Fire Damage,
  • and 脚本错误 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:[1]

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.[2]

Added as编辑

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.[3] 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编辑

On the receiving side, damage from hits may be taken as a different type.[4] This is done before any sort of mitigation. It is important to note that this is not damage conversion.[5][6] The 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 脚本错误 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.[2] For example with 脚本错误 and 脚本错误 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
脚本错误
20% Physical Damage taken as Fire Damage
100 * 0.80 = 80 Physical Damage
100 * 0.20 = 20 Fire Damage
脚本错误
50% Fire Damage taken as Lightning Damage
0 * 0.50 = 0 Fire Damage
0 * 0.50 = 0 Lightning Damage

Sources编辑

Skills编辑

Items编辑

Unique items which convert damage include:

  • Converted to lightning:
  • Physical to lightning
  • 脚本错误
  • Converted to cold:
  • Physical to cold:
  • 脚本错误
  • 脚本错误
  • 脚本错误
  • Lightning to cold
  • 脚本错误
  • Converted to fire:
  • Physical to fire:
  • 脚本错误
  • 脚本错误
  • 脚本错误
  • Cold to fire:
  • 脚本错误
  • Converted to chaos:
  • Physical to chaos:
  • 脚本错误
  • 脚本错误
  • 脚本错误
  • Lightning to chaos:
  • 脚本错误
  • Fire to chaos:
  • 脚本错误
  • 脚本错误
  • Taken as:
  • Physical to lightning
  • 脚本错误
  • Physical to cold
  • 脚本错误 (during flask effect)
  • Physical to fire:
  • 脚本错误
  • Physical to chaos:
  • 脚本错误
  • Fire to Physical:
  • 脚本错误
  • Elemental to chaos:
  • 脚本错误

Passives编辑

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

Name BonusesAvatar of FireTempest BlastWand Cold DamageWand Fire Damage

Corruption编辑

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编辑

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编辑

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编辑

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编辑

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编辑

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编辑

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编辑

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引用错误:在<references>中以“Overconversion”名字定义的<ref>标签没有在先前的文字中使用。
引用错误:在<references>中以“TakenAsSimultaneous”名字定义的<ref>标签没有在先前的文字中使用。
引用错误:在<references>中以“ConversionVSTakenAs”名字定义的<ref>标签没有在先前的文字中使用。

引用错误:<references>中定义的<ref>标记带有未在前文中出现的组(group)属性“”。

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