Mechanic

Physical

Physical damage is one of the five Damage Types. It is the most common and the only one reduced by Armour, rather than by a Resistance.
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 Physical does

Current rules

Physical Damage is one of the five damage types. It is not the same classification as Attack, Spell, Melee, Projectile, or Hit. Physical damage from Hits is normally mitigated by Armour and Physical Damage Reduction, while Physical damage over time is not mitigated by Armour.

Damage type, not skill type
An Attack or Spell can deal Physical Damage. Converting that damage to another type does not change whether the Skill is an Attack or Spell, and a Physical tag does not by itself make a Skill Melee or Projectile.
Local weapon Physical Damage
On a normal Martial Weapon, local added Physical Damage, local increased Physical Damage, and weapon Quality change the weapon's displayed Physical Damage. An Attack that uses that weapon starts from the resulting weapon value before its own damage multiplier and normal Skill conversion.
Global Physical Damage
Global increased and more Physical Damage modifiers apply only to damage that is Physical at the stage when those modifiers are applied. After Physical Damage is converted, the converted portion scales with its new damage type instead of Physical Damage.
Conversion order
Conversion inherent to a Skill occurs first. Conversion from other sources occurs second. The resulting damage is scaled by its final damage type, and damage over time cannot be converted.
Armour and reduction
Armour normally mitigates Physical Damage from Hits and is more effective against smaller Hits than larger Hits. Other sources of Physical Damage Reduction can also apply, and total Physical Damage Reduction is capped at 90%.
Overwhelm
Overwhelm ignores the stated amount of the target's Physical Damage Reduction, but it cannot ignore more reduction than the target has and therefore cannot make Physical Damage Reduction negative.
Armour Break
Armour Break lowers the target's Armour. At zero Armour, non-player targets are Fully Broken for 12 seconds, lose the benefit of Armour, and take 20% increased Physical Damage from Hits. Fully Broken Armour on players lasts 4 seconds and does not give that increased damage taken effect.
Armour below zero
An effect that permits Armour Break below zero can give an enemy negative Armour, increasing Physical Damage from Hits. The amount broken below zero is capped by that enemy's base Armour.
Bleeding
Physical Damage from a Hit contributes to Bleeding Magnitude by default, but Physical Damage does not provide Bleeding chance. A separate chance or guaranteed application is required. Base Bleeding deals 15% of the Hit's pre-mitigation Physical Damage per second for 5 seconds.

Worked examples and interactions

7 cases
01
Local weapon calculation

A weapon with 50 to 100 base Physical Damage, 25 to 50 local added Physical Damage, and 100% local increased Physical Damage displays 150 to 300 Physical Damage. That displayed weapon damage is the base used by ordinary weapon Attacks.

Related: Attack, Item Modifiers, Quality
02
Partial conversion

A Skill converting 60% of 100 Physical Damage to Lightning starts with 40 Physical and 60 Lightning Damage after conversion. With 100% global increased Physical Damage and no other modifiers, only the Physical portion becomes 80; the Lightning portion remains 60.

Related: Damage Conversion, Lightning, Damage
03
Generic modifiers after conversion

A generic modifier such as increased Attack Damage can scale both portions of a converted Attack when both still satisfy the Attack predicate. A modifier such as increased Physical Damage scales only the final Physical portion.

Related: Attack, Damage Conversion, Item Modifiers
04
Bleeding magnitude

A Hit with 1,000 pre-mitigation Physical Damage creates a base Bleeding Magnitude of 150 Physical Damage per second for 5 seconds when it has a valid source of Bleeding chance and no other magnitude changes.

Related: Bleeding, Hit
05
Bleeding and movement

Bleeding inflicted on a monster deals 100% extra damage while that target is moving or while that Bleeding is Aggravated. Since 0.5.0, Bleeding on a player no longer gains extra damage because the player is moving.

Related: Bleeding
06
Fully Broken Armour and Bleeding

The 20% increased Physical Damage taken from Fully Broken Armour on a non-player target applies to Hits. It increases the Physical Hit but does not directly multiply Bleeding because Bleeding is damage over time and the modifier is restricted to Hits.

Related: Armour, Bleeding, Hit
07
Overwhelm versus negative Armour

Overwhelm can reduce effective Physical Damage Reduction only to zero. Armour Break below zero is a different mechanic and can make Physical Hits deal more damage through negative Armour when an effect explicitly permits it.

Related: Armour

Rare monster modifiers

1 linked

Limits and exceptions

7 rules
  • Physical is a damage type, not a guarantee that the Skill is an Attack, Melee, Projectile, or Hit.
  • Local increased Physical Damage on a Martial Weapon changes the weapon's own displayed base damage. Global increased Physical Damage is a later modifier and does not scale a portion converted to another type.
  • Some weapon base types have inherent hidden conversion that occurs before other local modifiers. Check the displayed Physical and Elemental damage lines instead of assuming every hybrid weapon uses the ordinary local calculation.
  • Armour does not mitigate Physical damage over time. A modifier restricted to Physical Damage from Hits also does not affect Bleeding or Corrupted Blood.
  • Physical Damage alone cannot inflict Bleeding. The Skill, item, passive, or another effect must supply a chance or guaranteed application.
  • Overwhelm cannot make Physical Damage Reduction negative. It is not the same operation as an effect that explicitly allows Armour Break below zero.
  • Bleeding Magnitude uses pre-mitigation Physical Hit damage, so lowering the target's Armour does not make the Bleeding calculation start from a larger Hit. General damage-taken effects can still change the damage the target ultimately takes.