Increased and Reduced values that apply to the same stat are added together into one multiplier. More and Less modifiers are separate multipliers and normally multiply one after another. For 100 base damage, 50% increased plus 30% increased and 20% more gives 100 × 1.80 × 1.20 = 216 damage. Players sometimes say decreased, but the matching game term is usually Reduced. A modifier still does nothing when its scope does not match the skill or damage component.
- Start with the base value you want to calculate, such as 100 damage.
- List only modifiers whose conditions and scope apply to that value.
- Keep local item modifiers separate from later character and skill modifiers.
Applicable Increased and Reduced modifiers share an additive pool. Add every Increased value, subtract every Reduced value, then apply the resulting multiplier once. With 50% increased and 30% increased, the pool is 80% increased. Adding 20% reduced changes that pool to 60% increased.
- Combine only modifiers that affect the same stat and component.
- Treat Reduced as subtraction from the applicable Increased pool.
- Apply the final pool as 1 plus the net percentage.
MechanicReview modifier types, slots, pools, scope, and calculation roles.
DirectoryInspect exact affixes, tiers, tags, and roll weights.
Each applicable More or Less modifier normally forms its own multiplier. A 20% More modifier is ×1.20 and a 20% Less modifier is ×0.80. Two separate 20% More modifiers produce ×1.20 ×1.20, not one 40% Increased modifier.
- Convert More to 1 plus its percentage.
- Convert Less to 1 minus its percentage.
- Multiply separate More and Less modifiers after the Increased and Reduced pool.
MechanicPlace the multipliers in the wider damage calculation.
SupportSee a current support whose More modifier changes the maximum Physical Hit damage.
For 100 base damage with 50% increased, 30% increased, 20% more, and 10% less, calculate 100 × (1 + 0.50 + 0.30) × 1.20 × 0.90. The result is 194.4 damage. Do not add 20 and subtract 10 inside the Increased pool because More and Less are separate multipliers. Equal More and Less values also do not cancel: 20% More followed by 20% Less is ×1.20 ×0.80, which is ×0.96.
- Add the Increased and Reduced pool first.
- Multiply each More and Less value separately.
- Keep decimals until the game applies its relevant rounding step.
MechanicCheck base damage, conversion, critical hits, and target mitigation.
Attack Damage applies only to Attacks, Spell Damage only to Spells, Projectile Damage only to a damage component dealt by a Projectile, and Minion Damage normally belongs to Minions. A large More value is not useful when the skill, damage type, hit, ailment, or condition does not match its wording.
- Match Attack, Spell, Projectile, Minion, Hit, and damage-type conditions.
- Check conditional text such as while on Low Life or against Shocked enemies.
- Evaluate different components of a multi-part skill separately.
MechanicCheck what counts as Attack damage.
MechanicCheck what the Spell tag does and does not imply.
MechanicCheck projectile components and behaviours.
MechanicCheck stat ownership and explicit transfers to Minions.
An Increased Physical Damage modifier on a weapon is normally local and changes that weapon's own damage before the attack uses it. Character, passive, skill, and other global increases are applied to the resulting applicable damage later. Local and global values can use the same word while belonging to different calculation stages.
- Read the weapon's displayed damage after local modifiers.
- Do not add a local weapon increase directly to the character's global Increased pool.
- Check whether the modifier explicitly says Global or names another scope.
MechanicSee where base damage, local modifiers, conversion, and later scaling interact.
DirectoryCheck affix wording, item classes, tiers, and tags.
Use the exact modifier wordDecreased is ordinary English, not one of this stacking pair's calculation terms. For percentage modifiers, identify Increased, Reduced, More, or Less exactly. Flat additions and subtractions, Faster, Slower, and other special wording can use different rules.
More is not automatically the larger upgradeThe word describes how the value stacks, not its size. A large Increased value can beat a small More value. If a build already has 200% Increased Damage, another 20% Increased changes its multiplier from ×3.00 to ×3.20, which is about 6.7% more final damage. A separate 20% More modifier changes ×3.00 to ×3.60, which is the full 20% gain.
Damage dealt and damage taken are separateIncreased Damage dealt and Increased Damage taken do not enter one shared additive pool. They modify different sides of the calculation.
One source can combine its own stacksA single effect that grants a More value per stage may add its stages into one More multiplier before that multiplier is applied. Read the effect's stacking rule instead of assuming every displayed stack is independent.
MechanicCheck base damage, conversion, critical hits, and target mitigation.
MechanicReview modifier types, slots, pools, scope, and calculation roles.
DirectoryCheck affix wording, item classes, tiers, and tags.
MechanicSee where base damage, local modifiers, conversion, and later scaling interact.
SupportSee a current support whose More modifier changes the maximum Physical Hit damage.
MechanicCheck what counts as Attack damage.
MechanicCheck what the Spell tag does and does not imply.
MechanicCheck projectile components and behaviours.
MechanicCheck stat ownership and explicit transfers to Minions.