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 Resistance, Resistances, HitMechanic
Fire
Fire Damage is one of the five damage types. Fire Hits apply Flammability, which supplies chance to Ignite, while Fire Resistance mitigates Fire Hits and Fire damage over time separately.Catalog version 0.5.4d
No direct 0.5 patch change is linked to this page. Displayed catalog fields come from the 0.5.4d source snapshot.
View sourcesWhat Fire does
Current rulesEvaluate the immediate Fire Hit and any resulting Ignite as separate damage events. The Hit applies Flammability before checking its own Ignite chance. A successful Ignite takes its base Magnitude from qualifying pre-mitigation Fire damage, then the Hit and Ignite are each mitigated separately. Penetration affects only the Hit, while Exposure changes the target's actual Resistance and can affect both.
- Damage type, not skill type
- Fire is a damage type. An Attack, Spell, Hit, or damage over time effect can deal Fire Damage when its damage and wording match, but the Fire tag does not by itself make a Skill an Attack, Spell, Hit, or Ignite source.
- Fire scaling
- Global increased Fire Damage applies to final Fire Damage that satisfies every other restriction in the modifier. Flat Fire Damage added locally to a Martial Weapon is included in that weapon's displayed damage, while a global modifier is applied later and does not rewrite the displayed weapon value.
- Conversion and final type
- Conversion inherent to a Skill occurs first and conversion from other sources occurs second. Fire Damage converted to another type scales with its new final type and no longer with Fire Damage modifiers. By default, the converted portion no longer contributes to Flammability or Ignite, and damage over time cannot be converted.
- Fire Resistance
- Fire Resistance mitigates Fire Damage. The default maximum Resistance is 75%, maximum Resistance cannot be raised above 90%, and negative Fire Resistance increases Fire Damage taken.
- Flammability chance and timing
- A Fire Hit inflicts base Flammability equal to 1% Ignite chance for every 5% of the target's Elemental Ailment Threshold dealt as pre-mitigation Fire Damage. That Flammability is applied before the same Hit checks whether it Ignites. Critical Hits do not inherently Ignite, but their larger damage can produce more Flammability and a stronger Ignite base.
- Flammability stacking and duration
- Multiple Flammability instances add together up to 100% Ignite chance and each has its own duration. The default duration is 8 seconds on monsters and 4 seconds on players. Flammability is a debuff, not an ailment, but modifiers to chance to inflict ailments increase the Flammability Magnitude applied.
- Ignite base and duration
- Ignite is a Fire damage over time ailment lasting 4 seconds by default. Its base Magnitude is Fire Damage per second equal to 20% of the qualifying Fire damage from the Hit. The base uses the Hit after the attacker's applicable damage modifiers but before target mitigation and Hit-specific damage taken effects.
- Ignite scaling and overlap
- A modifier that raises the qualifying source Hit can make the Ignite base larger, but the same general damage modifier is not applied a second time to the resulting Ignite. Ignite Magnitude scales the Ignite separately. Multiple Ignites can exist with independent durations, but only the highest-damage Ignite deals damage unless an explicit mechanic states another rule.
- Exposure versus Penetration
- Exposure lowers the target's actual Total Elemental Resistances, so it can increase damage from both a Fire Hit and a Fire Ignite. Penetration only treats Resistance as lower for Hits and does not directly increase Ignite damage. Penetration normally cannot take the Resistance used for a Hit below 0%.
- Ignited Ground and non-Hit Fire
- Ignited Ground repeatedly applies Flammability and Ignites after total Flammability reaches 50%. It lasts 4 seconds with a 2 metre radius by default unless its source states other values. Igniting aura effects now apply regular standard-duration Ignites rather than infinite-duration Ignites.
- Burning is broader than Ignite
- A target taking Fire damage over time is Burning, and Ignite is a common cause. Fire damage over time can exist without being an Ignite, so it does not automatically use Ignite Magnitude, apply Flammability, or satisfy wording that specifically requires an Ignite.
- Explicit contribution overrides
- Some Skills, passives, supports, or items explicitly allow another damage type to contribute to Flammability or Ignite Magnitude, or make an Ignite deal another damage type. Apply the exact scope written by that effect instead of assuming all non-Fire damage contributes.
Worked examples and interactions
10 casesA Fire Hit dealing 100% of the target's Elemental Ailment Threshold inflicts 20% base Flammability. It applies that Flammability before the same Hit rolls its 20% chance to Ignite.
Related: Ignite, Ailments, Hit, Flammability mechanicThree active Flammability instances with 20%, 25%, and 15% Magnitude give the target 60% chance to be Ignited by a qualifying Hit. Each instance expires on its own timer, so the total chance can fall as older instances end.
Related: Ignite, Ailments, Flammability mechanicIf 100% increased Fire Damage raises a qualifying Fire Hit from 1,000 to 2,000 before mitigation, the base Ignite becomes 400 per second. The same 100% increase is not applied again to turn that Ignite into 800 per second. Ignite Magnitude is a separate scaler.
Related: Ignite, Item Modifiers, HitA Skill converting 60% of 100 Fire Damage to Lightning has 40 Fire and 60 Lightning after conversion. By default, only the remaining 40 Fire contributes to Flammability and Ignite; the Lightning portion instead follows Lightning scaling and ailment rules.
Related: Damage Conversion, Lightning, IgniteExposure changes the enemy's actual Fire Resistance, so it can affect both the Fire Hit and the later Ignite. Penetration changes the Resistance calculation only for the Hit and does not directly increase the Ignite damage.
Related: Exposure, Ignite, Hit, ResistancesIgnited Ground does not make a normal random Ignite roll. It repeatedly adds Flammability, begins Igniting at 50% total Flammability, and applies a standard-duration Ignite that can be reapplied after it expires.
Related: Ignited Ground, Ignite, Flammability mechanicRare monster modifiers
1 linkedGain 40% of Damage as Extra Fire Damage.
Limits and exceptions
10 rules- Fire is a damage type, not a guarantee that a Skill is an Attack, Spell, Hit, Projectile, Melee Skill, or damage over time effect.
- Fire Damage no longer has an inherent Ignite chance. Hits gain their chance from the target's current Flammability, including the Flammability applied by that Hit.
- Flammability Magnitude controls Ignite chance. It does not by itself increase Ignite damage; Ignite Magnitude is a separate value.
- Critical Hits do not inherently Ignite. Their damage can still increase the Flammability and Ignite base produced by the Hit.
- Penetration applies only to Hits and does not directly affect Ignite. Exposure changes actual Resistance and can affect both Hit and Ignite damage.
- Fire Damage over time is Burning but is not always Ignite, and non-Ignite Fire Damage over time does not automatically apply Flammability.
- Multiple Ignites can remain on a target, but only the strongest one deals damage unless an explicit mechanic changes that rule.
- Damage over time cannot be converted. Converting the Fire portion of a Hit changes the final damage type and default ailment behavior of that portion.
- Non-Fire damage contributes to Flammability or Ignite only when an explicit Skill, item, passive, support, or other effect says it does.
- Ignited Ground and other effects that Ignite as though they Hit use their stated source damage and do not use an ordinary random Ignite roll before reaching 50% Flammability.






