Mechanic

Hit

A Hit is an instantaneous damage event. Any damage that is not damage over time is Hit damage, whether it comes from an Attack, a Spell, Thorns, or another effect.
0.5.4d
Current data

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 Hit does

Current rules

Separate the source from the delivery. Attack and Spell describe where a skill gets its rules and scaling, while Hit and damage over time describe how a particular damage component is delivered. Read each component separately because one skill can contain both.

Hit damage
Damage dealt all at once is Hit damage. Damage dealt gradually over a duration is damage over time and does not count as a Hit.
Source and delivery
Hit is a delivery method, not a skill source or damage type. Attacks, Spells, and Thorns can deal Hit damage, and a Hit can deal Physical, Fire, Cold, Lightning, or Chaos damage.
Landing an Attack Hit
A player Attack normally checks its Accuracy against the target's Evasion and Deflection. If the Attack is evaded, it does not Hit. Spells do not use this Accuracy check.
Damage with Hits
A modifier restricted to Damage with Hits applies only to the instantaneous Hit component. It does not directly modify a separate damage-over-time component.
Damaging Ailments
Bleeding, Ignite, and Poison caused by a Hit calculate their damage from that Hit. Increasing the relevant Hit damage can therefore make the resulting Ailment stronger, but damage modifiers are not applied directly to the Ailment a second time.
Critical Hits
A Critical Hit is a Hit whose damage is multiplied by its Critical Damage Bonus. The default bonus is +100% extra damage, and the larger Hit can produce a stronger Hit-derived Damaging Ailment when the relevant damage contributes to it.
On Hit conditions
Wording such as on Hit, when Hit, or if you have Hit Recently requires an actual Hit event. Damage-over-time ticks do not satisfy those conditions unless an effect explicitly creates a separate Hit.
Block
Block applies to incoming Hits and normally prevents their damage. Damage over time cannot be blocked. A blocked Hit has additional rules, and associated Stun or Freeze can still apply even when its damage is negated.
Defences
Hit-based defences apply only where their wording matches. Evasion can avoid Attack Hits, Armour mitigates Physical Hit damage, Block can negate blockable Hits, and the appropriate Resistance mitigates its matching damage type.

How to read Hit wording

8 cases
01
Deals X to Y Damage

An instantaneous damage value is Hit damage unless the skill states that the component is damage over time.

02
Damage with Hits

Restricts the modifier to instantaneous Hit damage. A resulting Damaging Ailment can improve indirectly because it derives its starting damage from the Hit.

03
On Hit

Requires the skill or effect to deal a Hit. Repeated damage-over-time ticks do not repeatedly activate an on-Hit effect.

04
When Hit or Hit Recently

Checks whether the character received a Hit event. Read Block-specific wording separately because blocking can negate damage while retaining limited associated consequences.

05
Critical Hit

Multiplies the Hit by its Critical Damage Bonus. Pure damage over time does not independently roll to critically hit.

06
Damaging Ailment from a Hit

Uses the relevant damage of the inflicting Hit, then becomes a separate damage-over-time effect with its own magnitude, duration, and mitigation rules.

07
Damage per second

Describes damage over time. It does not Hit and is not affected by Hit-only modifiers or defences.

08
Blocked Hit

Normally deals no damage after a successful Block, but Block has explicit exceptions and does not automatically erase every associated effect.

Limits and exceptions

6 rules
  • Attack and Spell do not mean Hit. A skill can be an Attack or Spell while containing a damage-over-time, buff, minion, or other non-Hit component.
  • One skill can contain several separate damage components. A projectile, explosion, ground effect, secondary skill, and Damaging Ailment must each be classified from its own wording.
  • Increasing Hit Damage does not directly multiply an existing Damaging Ailment. It can make a newly inflicted Ailment stronger only through the Ailment's source Hit calculation.
  • Pure damage over time cannot be evaded, blocked, or critically hit and does not activate on-Hit conditions. The matching Resistance can still mitigate it, while Armour and Penetration apply only to Hits.
  • A blocked Hit is not the same as an evaded Hit. Block normally negates damage at a later defensive step, and some explicitly retained consequences can still occur.
  • Effects that say Hit by an Enemy, Hit with an Attack, Spell Hit, Melee Hit, or Projectile Hit add further predicates. Every stated predicate must match.