Damage conversion: Difference between revisions

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(Created page with "{{distinguish|Damage taken as}} '''Damage conversion''' is a mechanic that changes the damage type of a hit into another damage type. Damage conversions do not apply to damage over time. ==Mechanics== Damage conversion changes the damage types of a hit. It can occur in two forms: * {{c|mod|#% of [Damage Type] '''Converted''' to [Damage Type]}} * {{c|mod|Gain #% of [Damage Type] as '''Extra''' [Damage Type]}} The difference between these forms is the effec...")
 
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|where=
|where=
   passive_skill_stats.id LIKE "%convert%"
   passive_skill_stats.id LIKE "%convert%"
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====Masteries====
{{Query masteries
|where=
  m_e.stat_text LIKE "%convert%"
}}
}}
====Keystones====
====Keystones====

Revision as of 14:22, 6 October 2024

Not to be confused with Damage taken as.

Damage conversion is a mechanic that changes the damage type of a hit into another damage type. Damage conversions do not apply to damage over time.

Mechanics

Damage conversion changes the damage types of a hit. It can occur in two forms:

  • #% of [Damage Type] Converted to [Damage Type]
  • Gain #% of [Damage Type] as Extra [Damage Type]

The difference between these forms is the effect they have on the source damage: Converted to removes the damage from the source type, while Gain as Extra leaves it intact.

Conversion is calculated after combining any sources of additional damage to base damage but before any damage modifiers (e.g. increased or more damage).

Converted damage does not retain its original damage type; only the final damage type is used for scaling. For example, if a percentage of physical damage is converted to fire damage, the converted fire damage no longer scales with #% increased physical damage.

All sources of conversion apply simultaneously; damage cannot be converted more than once, preventing a loop.

Gained as extra

Because conversion cannot be recursive, it is possible to gain a percentage of a certain damage type as extra damage of the same damage type.

For example, Gain 20% of Damage as extra Fire Damage simply causes base damage of 50 phys, 50 fire to become 50 phys, 70 fire.

Overconversion

Skill conversion takes priority, including conversion from skills, support gems, or skill-specific stats or modifiers. Other sources of conversion, such as items or passives, apply afterward. If Converted to modifiers exceed a sum of 100% conversion from any source damage type, the modifiers will be scaled down to equal 100%.

For example:

  • 100% phys to fire skill conversion, 50% phys to cold item modifier: 100 phys → 0 phys, 100 fire, 0 cold
  • 75% phys to cold item modifier, 75% phys to lightning item modifier: 100 phys → 0 phys, 50 cold, 50 lightning

Sources

Skills

Converted to

List of skill gems converting damage

Gained as extra

List of skill gems adding a percentage of base damage

Items

Converted to

Gained as extra

Passive skills

The following passives convert damage or add damage as another type

Conversion

Base passives

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Ascendancy passives

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Keystones

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Gained as extra

Base passives

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Ascendancy passives

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References