Mechanic

Elemental

Elemental Damage is the collective name for Fire, Cold, and Lightning Damage. A modifier to Elemental Damage can scale all three types, but each part is still mitigated by its matching Resistance and keeps its own ailment rules.
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 Elemental does

Current rules

Separate the final Hit into Fire, Cold, and Lightning components, apply every modifier whose full wording matches each component, then mitigate each type with its corresponding Resistance. Exposure changes the target's actual Elemental Resistances, while Penetration only treats Resistance as lower for the attacker's Hits and normally cannot take it below 0%.

Three damage types
Elemental Damage means Fire, Cold, and Lightning Damage. It is a damage-type family, not a source or delivery method, so an Attack, Spell, Hit, or damage over time effect can be Elemental when its own damage type and wording match.
One modifier, matching components
A global increased Elemental Damage modifier applies once to every final Fire, Cold, or Lightning component it matches. It does not become three separate multipliers merely because a Hit contains all three elements, and it remains additive with other applicable increased and reduced damage modifiers.
Weapon damage and global scaling
Flat Fire, Cold, or Lightning Damage added locally to a Martial Weapon is included in that weapon's displayed damage. The ordinary increased Elemental Damage with Attacks weapon modifier is global, so it does not change the displayed weapon damage and is added to other applicable increased damage modifiers during the Attack calculation.
Conversion and final type
Conversion inherent to a Skill happens first and conversion from other sources happens second. Converted damage scales with its new final type and no longer with its old type. Damage over time cannot be converted.
Elemental Resistances
Fire, Cold, and Lightning Damage are mitigated separately by Fire, Cold, and Lightning Resistance. The default maximum Resistance is 75%, maximum Resistance cannot be raised above 90%, and a negative Resistance increases damage taken from that type.
Exposure changes the target
Exposure is a debuff that lowers the target's Total Elemental Resistances by 20% for 4 seconds by default and can make them negative. Exposure has 15% less effect on Magic monsters, 30% less effect on Rare monsters, and 50% less effect on Unique monsters unless a source states another rule.
Penetration is Hit only
Resistance Penetration does not change the target's stored Resistance. It treats the corresponding Resistance as lower only when calculating damage from the source's Hits, after other changes to the target's Resistance, and normally cannot penetrate below 0%.
Fire, Flammability, and Ignite
A Fire Hit now inflicts Flammability before that same Hit checks whether it Ignites. Flammability supplies Ignite chance and stacks to 100%; it does not increase Ignite damage. If Ignite is applied, its base Magnitude is Fire damage per second equal to 20% of the qualifying Fire damage from the Hit for 4 seconds by default.
Cold, Chill, and Freeze
Cold Hits Chill by default and contribute to Freeze Buildup, but cannot build Heavy Stun. A Chill below 30% is ignored, while Freeze occurs after enough Freeze Buildup and prevents the target from moving or acting for 4 seconds by default.
Lightning and Shock
Lightning Damage from Hits contributes to Shock chance. By default, a Hit gains 1% chance to Shock for each 4% of the target's Elemental Ailment Threshold dealt as Lightning Damage, and Shock makes the target take 20% increased damage while active.

Worked examples and interactions

8 cases
01
Mixed Elemental Hit

A Hit with 100 Fire, 100 Cold, and 100 Lightning Damage gains 20% increased Elemental Damage. Each component becomes 120, for 360 total before mitigation. The modifier is one 20% increase applied to each matching component, not a 60% multiplier on the whole Hit.

Related: Fire, Cold, Lightning, Item Modifiers
02
Physical converted to Lightning

A Skill converts 60% of 100 Physical Damage to Lightning. After conversion it has 40 Physical and 60 Lightning. With 100% increased Elemental Damage and no other modifiers, the Lightning portion becomes 120 while the Physical portion remains 40.

Related: Physical, Lightning, Damage Conversion
03
Positive and negative Resistance

A 100 damage Fire Hit against 75% Fire Resistance deals 25 damage before later damage-taken effects. Against -20% Fire Resistance, it deals 120 damage.

Related: Fire, Resistances, Hit
04
Exposure on a Unique monster

Default 20% Exposure has 50% less effect on a Unique monster, so it lowers that monster's Total Elemental Resistances by 10%. A Unique monster at 40% Elemental Resistance is therefore treated as having 30% while that Exposure is active.

Related: Exposure, Rarity, Resistances
05
Exposure followed by Penetration

A normal enemy has 40% Fire Resistance. Default Exposure lowers its actual Resistance to 20%. A Hit with 30% Fire Penetration then treats the Resistance as 0%, not -10%, because Penetration has a 0% floor by default.

Related: Exposure, Resistances, Hit
06
Exposure, Penetration, and Ignite

Exposure changes the enemy's actual Fire Resistance, so it can increase both Fire Hit damage and Fire damage over time from Ignite. Penetration is restricted to Hits, so it does not directly increase the Ignite damage after the Ignite is applied.

Related: Exposure, Ignite, Hit
07
Flammability from the first Hit

A Fire Hit dealing 100% of the target's Elemental Ailment Threshold inflicts 20% base Flammability. That Flammability is applied before the same Hit rolls its 20% chance to Ignite. More Flammability raises consistency, not Ignite Magnitude.

Related: Fire, Ignite, Ailments, Flammability mechanic
08
Cold and Lightning ailments

Cold and Lightning Damage do not guarantee the same outcome. A small Cold Hit can fail to Chill when its Chill would be below 30%, while a Lightning Hit makes a chance-based Shock roll according to damage relative to the target's Elemental Ailment Threshold.

Related: Cold, Lightning, Ailments, Chill mechanic, Freeze mechanic, Shock mechanic

Limits and exceptions

8 rules
  • Physical and Chaos Damage are not Elemental Damage unless an explicit conversion changes the final damage type to Fire, Cold, or Lightning.
  • Elemental is a damage-type family, not a guarantee that the Skill is an Attack, Spell, Hit, Projectile, Melee Skill, or damage over time effect.
  • A global Elemental Damage modifier scales only the final Fire, Cold, and Lightning components that satisfy every other restriction in its wording. It does not triple its percentage when all three types are present.
  • Elemental Damage alone does not guarantee Ignite, Chill, Freeze, Shock, or Electrocute. Each ailment follows its own chance, buildup, threshold, or explicit-source rule.
  • Penetration applies only to Hits and normally stops at 0% Resistance. An explicit override, such as a minimum below 0%, takes priority over the default floor.
  • Exposure can lower actual Resistance below 0%, but its effect is reduced against Magic, Rare, and Unique monsters and some Exposure sources override the default amount or duration.
  • The 75% default maximum and 90% hard maximum limit how much Resistance normally mitigates damage. Uncapped or overcapped Resistance can still matter when another effect lowers the actual Resistance.
  • Damage over time cannot be converted, so a conversion modifier cannot turn an existing Ignite into Cold or Lightning Damage over time.