Adds flat damage of the named type to the base when the modifier's scope matches the skill or source.
Mechanic
Damage
Damage is classified on three independent axes: source, delivery, and type. A component can come from an Attack, Spell, Thorns, or another source; deal a Hit or damage over time; and deal Physical, Fire, Cold, Lightning, or Chaos damage.Catalog version 0.5.4d
No direct 0.5 patch change is linked to this page. The displayed values are current for catalog version 0.5.4d.
What Damage does
Current rulesRead the base and added damage first, then identify the source, delivery, and damage type of each component. Apply conversion and gain, collect every matching increased and reduced modifier, apply each matching more and less multiplier, resolve Critical Hits where possible, then use the target's mitigation and damage taken modifiers.
- Five damage types
- Every damage value is Physical, Fire, Cold, Lightning, or Chaos. Fire, Cold, and Lightning are the three Elemental damage types. Chaos is not Elemental damage.
- Independent classifications
- Attack and Spell describe a skill source, Hit and damage over time describe delivery, and Physical, Fire, Cold, Lightning, and Chaos describe type. These classifications do not replace one another, and one skill can contain several differently classified components.
- Base and added damage
- Flat damage is base damage plus all applicable added damage of each type. Attacks usually take base damage from the Martial Weapon, while Spells usually list their own base damage. Unarmed Attacks, minions, and explicit skill rules can use a different base.
- Conversion and gain
- Regular conversion moves a portion of one damage type into another and removes that portion from the original type. Gain as extra leaves the original damage intact and creates additional damage of the named type. Both are calculated from flat damage before increased, reduced, more, and less modifiers.
- Two conversion steps
- Conversion and gain inherent to the skill occur first. Conversion and gain from support gems, items, buffs, and passive skills occur in the second step. Effects inside the same step do not recursively feed one another, while the output of the first step can be used by the second.
- Final type scaling
- Converted or gained damage is scaled only by modifiers that match its new damage type, not the type used to calculate it. A local modifier that already changed a weapon's displayed base damage still matters because that modified base exists before skill conversion.
- Increased and reduced
- All applicable increased and reduced damage modifiers are added together into one multiplier for the portion they match. For example, 50% increased Fire Damage and 30% increased Spell Damage give a Fire Spell component 80% increased damage when both apply.
- More and less
- Applicable more and less modifiers are separate multipliers and normally multiply one another. Two separate 20% more Damage modifiers produce a combined multiplier of 1.44, not 1.40.
- Hits and Critical Hits
- Instantaneous damage is Hit damage. A successful Critical Hit multiplies the Hit by its Critical Damage Bonus, which is +100% extra damage by default. Pure damage over time does not independently roll to critically hit.
- Mitigation
- The defender checks the final damage type. Armour normally mitigates Physical damage from Hits, Resistances mitigate their matching Elemental or Chaos damage, and applicable Hits can be avoided or blocked. Damage over time bypasses Hit-only defences such as Evasion, Armour, and Block.
- Penetration and damage taken
- Penetration treats the target's matching Resistance as lower for damage from Hits, down to 0% by default, and does not apply to Ailments. After mitigation, the defender's applicable increased, reduced, more, and less damage taken modifiers change the remaining damage.
How to read damage wording
10 casesAdds to the same multiplier as every other applicable increased or reduced modifier. Type, source, delivery, weapon, and skill restrictions still have to match.
Applies as a separate multiplier after applicable increases and reductions. Separate more and less modifiers normally multiply one another.
Moves that share from A to B before damage scaling. The converted share is then B damage and no longer scales as A damage.
Keeps the original A damage and adds a new B portion calculated before damage multipliers. The extra portion scales as B, not A.
Restricts the modifier to instantaneous Hit damage. A Damaging Ailment can inherit a stronger starting value from its source Hit, but does not receive that modifier directly a second time.
Describes non-Hit damage. It cannot be converted, cannot benefit from gain as extra, and bypasses Hit-only checks and mitigation.
Treats that Resistance as lower for the attacker's Hits, down to 0% by default. It does not affect damage from Ailments.
Changes the defender's damage taken multiplier after mitigation. It is separate from the attacker's increased damage bucket.
Multiplies a successful Hit by its Critical Damage Bonus. The default +100% bonus makes the Hit deal twice its non-critical damage before defender-side processing.
Limits and exceptions
7 rules- Every word in a modifier is a predicate. Attack, Spell, Melee, Projectile, AoE, Hit, damage type, weapon type, enemy state, and other restrictions must all match the component being calculated.
- One skill can contain a projectile, explosion, secondary skill, ground effect, and Damaging Ailment. Calculate each component separately instead of applying one label or one tooltip number to the whole skill.
- Converted damage does not keep its old damage type for scaling in Path of Exile 2. Local weapon modifiers can still matter when they changed the weapon's base damage before conversion.
- Conversion and gain inside the same step do not recursively feed one another. Skill-inherent effects occur before effects from other sources.
- Damage taken as changes the type used by the defender and is not the same mechanic as the attacker's damage conversion.
- Damaging Ailments use their source Hit to establish damage, then follow their own damage-over-time rules. The same damage modifier is not applied directly to the Ailment a second time.
- Displayed damage or DPS may not represent every conditional enemy state, delayed component, repeat, cooldown, secondary skill, or Ailment. Compare the exact components needed for the question.





















