Mechanic

Gain

Gain is wording used by several different mechanics. On a damage line, gaining damage as extra creates an additional amount of the named output damage without removing the original damage.
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 Gain does

Current rules

Read the full line after Gain. "Gain 20% of Damage as Extra Fire Damage" adds Fire Damage equal to 20% of the applicable base damage and keeps the original damage. A line that instead gains Life, Mana, Armour, Energy Shield, a Charge, or an extra Skill cost is not damage gain and follows the named resource or stat.

Damage gain keeps the original damage
Gain conversion adds damage of the output type without removing damage from the source types. Regular conversion replaces part of the source damage, so the two wordings do not produce the same result.
The output type controls scaling
Damage gained as a specific type scales with modifiers that apply to the gained output type, not modifiers that apply only to the source type. Physical Damage gained as Lightning Damage therefore scales as Lightning Damage, not as Physical Damage.
Gain uses base damage before increased and more modifiers
Damage gain is calculated from the applicable base damage before increased and more damage modifiers. The gained portion and the retained original portion are then modified according to their own final damage types and the Skill's other applicable modifiers.
Skill gain happens before other gain and conversion
Damage gain inherent to a Skill is part of the first conversion step. Gain and conversion from global effects, items, buffs, Supports, and passive skills use the second step after the Skill's inherent result.
Damage over time cannot gain damage
Damage over time cannot benefit from damage gain. A Hit can gain extra damage and may then create another effect under that effect's own rules, but the damage over time component does not independently gain an extra damage type.
Scope words restrict the gain
Words such as Attacks, Spell Hits, Allies, enemies, while, per, and against identify what receives the gain and when it applies. A global damage-gain line does not have the same scope as a line limited to Attacks, one Skill, one target state, or allies in Presence.
Other Gain wording is separate
Gain can also add a Charge, resource, defence, threshold, or cost. These lines use the named source and result directly and do not inherit the damage-conversion rules merely because they contain the word Gain.

How to read Gain lines

7 cases
01
Gain all Damage as one type

With 50 base Physical Damage and 50 base Fire Damage, Gain 20% of Damage as Extra Fire Damage adds 20 Fire Damage. Before later modifiers, the result is 50 Physical and 70 Fire.

Related: Dusk Vigil, Sacred Flame, Ming's Heart
02
03
04
Derived defence or resource

Atziri's Disdain gains maximum Energy Shield from maximum Life, while Waveshaper gains Armour from maximum Mana. These are derived stat gains, not extra damage and not damage conversion.

Related: Atziri's Disdain, Waveshaper, The Everlasting Gaze
05
Extra Skill cost

The Covenant makes Skills gain extra Life Cost from Mana Cost, while Prized Pain adds a smaller Life Cost from Mana Cost. These lines change what the Skill costs and do not add damage.

Related: The Covenant, Prized Pain
06
Allies or enemies in Presence

Sacred Flame grants extra Fire Damage to allies in the wielder's Presence. Evergrasping Ring grants extra Chaos Damage to both allies and enemies in Presence at different values. The named recipients own the gained damage.

Related: Sacred Flame, Evergrasping Ring, Presence
07

Limits and exceptions

6 rules
  • Gain is a verb used by multiple systems, not one universal resource or state.
  • Gain as extra damage and regular damage conversion are different: gain keeps the original damage, while regular conversion replaces part of it.
  • The gained portion does not keep source-only damage scaling. Apply modifiers that match its output type and every other stated scope.
  • Damage over time cannot benefit from damage gain.
  • Attack, Spell, Hit, ally, enemy, Presence, target-state, and per-stack restrictions apply only as written on the source.
  • Gain based on Life, Mana, Armour, Evasion, Energy Shield, costs, Charges, or another named value is not automatically damage gain.