So Have I got this right? Attempting to understand damage in POE 2

I think I have this right, but given the complexity and variance in source information, some areas may be wrong. Looking for feedback

So we have 5 basic damage types:

  • Physical
  • Fire
  • Cold
  • Lightning
  • Chaos

And two basic damage delivery methods

  • Direct
  • DoT

And two types of damage skill types

  • Attack
  • Spell

And two source of skills

  • Gem
  • Weapon or other gear (less common)

Every combination of the above is possible, if not implemented in the game, so you can have a physical DoT spell cast from a gem, or a physical direct attack from a weapon, or any other combination (in theory, if not in practice, i.e. there are no rules preventing this)

Skills May have DoT (Damge over time) and/or an ailment/

Physical

Physical DoT is bleed, but so also is corrupted blood, corrupted blood is not considered to be bleeding. Bleeding is not considered to be corrupted blood.

Physical attacks are mitigated by armour, or Phys damage reduction

Elemental (Fire, Cold, Lightning)

'Elemental' refers only to fire, cold, lightning.

All/specific resistance only effects elemental damage.

Fire

Fire DoT is Burning. Ignite is a type of Fire DoT. Ignite damage does not stack, only the highest source of ignite damage is applied. Burning is also a fire DoT, and while ignite is a type of burning, burning might not be an ignite. e.g. Increasing ignite damage will not affect burning damage. Burning can also be applied to an area i.e. burning ground, that applies fire DoT to any target within the area.

Inflicting any fire DoT has no other effect than additional damage.

Cold

Cold ailments are chill and freeze

Chill slows targets action speed.

Freeze builds with damage, once frozen the target cannot move or attack. A frozen enemy can be shattered, inflicting cold damage to nearby enemies. A player cannot be shattered. This destroys the corpse, removing it from any corpse interaction.

(Apparently, these two ailments are separate, and don't contribute to each other.)

Lightning

Lightning ailments are:

  • Shock, which increases all damage taken by a target by 20%- 100%. Any lightning skill can shock
  • Electrocute, which stuns effected targets. Only specific modifiers add electrocute, must be built up, but is a separate scaling ailment not associated with shock.

Chaos

Chaos damage inflicts double damage on energy shield. Chaos resistance works against all forms of chaos damage; be they direct or DoT.

Chaos DoT is:

  • Poison. Poison damage bypasses energy shield. Poison is considered an ailment.
  • Contagion. Contagion is a spell, that applies a debuff chaos DoT but is not considered poison.
  • Decaying Hex applied by a support gem adds yet another type of chaos DoT. It is not considered poison.

Increases to chaos damage will increase poison damage, but the poison damage DoT is based of base, not boosted damage, so you don't "double dip"

Modifiers

In addition to the above, there are many additional effects that can be utilised. These all have direct effects on either the target, the source, or both. They have many interactions with support gems, other skills, affixes and passives. The description below all assume that no other modifier is being applied.

Armour Break

Armour break reduces armour of a target. It must be specifically selected for, via support gem, specific skill, or affix.

The amount of armour broken (before modifiers) is based off the damage dealt.

If armour break reduces the target's armour to zero, the target's armour is "fully broken" and they rake 20% additional damage.

Pinning

Pin is an immobilising debuff. Pin builds up, and once a threshold is achieved, the target is pinned. Pinned targets are immobile and have no evasion.

Pin builds (before modifiers) based on damage dealt.

Rage

Rage is a buff that builds to improve the attack damage (not spell damage) capped at 30%

Rage decays over time if the user is not attacking.

Charges (Endurance, Frenzy, Power)

  • Endurance Charges: Associated with Strength. Used by Warrior skills (e.g., Infernal CrySeismic Cry) to empower slams or restore life.
  • Frenzy Charges: Associated with Dexterity. Consumed by skills like Split Shot or Wind Serpent to add projectiles or chain effects.
  • Power Charges: Associated with Intelligence. Used to empower spells or specific elemental infusions.

Scaling Damage

Damage Conversion

Conversion changes one damage type into another (e.g., Physical to Fire) and acts early in the calculation chain. 

Converted damage does not "remember" its origin type. If you convert 100% Physical to Fire, modifiers to "Increased Physical Damage" will not increase your damage; only "Increased Fire Damage" will.

Conversion from multiple sources works in a specifci order:

  1. Skill-type Conversion: Conversion listed on skill gems (e.g., inherent on Perfect Strike) happens first.
  2. Secondary Conversion: Gear or passive tree conversions (e.g., Avatar of Fire) happen second
  • Damage cannot exceed 100%

Gain Damage as Extra

Adds additional extra damage to another. This does not change the original damage type.

Scaling one type of damage only effects that specific component.

Critical Damage

Critical damage multiples damage by 200%, increased by both crit chance, and crit damage.

DoT damage cannot crit, but the initial hit can.

Base critical hit chance is determined by either the weapon base critical hit chance, or the spell's critical hit chance.

Attack/Cast Speed

Attack speed increases only attacks

Cast speed only increases spells

Summary of Scaling Order

  1. Base Damage (from weapon or gem level) + Flat Added Damage.
  2. Conversion and Gained as Extra modifiers.
  3. Sum of all applicable Increased Damage modifiers.
  4. Product of all More Damage multipliers (typically from Support Gems).
  5. Critical StrikesDouble/Triple Damage, and enemy mitigation (Resistances). 

Comments

sdmpsychomantis4 months ago1

And two source of skills

  • Gem
  • Weapon

Should probably change weapon to gear as skills can appear on more then weapons, like there is a pair of boots with a skill among others.

MixPlan4 months ago1

DoT is Damage over time. You cannot use interchangeably with ailments like chill, freeze, shocks, electrocute are not DoT, they are non damaging ailments.

froginbog4 months ago1

Nice summary. The one thing I’d add is the difference between “increased” damage and “more” damage. The base damage etc is multiplied by both separately. Given the relative rarity of “more” it’s super valuable

Never mind you got it!

FlaMayo4 months ago1

Hmm I didn't think chill and freeze were directly related like that. Does the storm weaver ascendancy that says all damage contributes to chill also make all damage contribute to freeze? I doubt it but I haven't tested it myself.

I thought they both came from cold damage but separately, and that's why there are separate things that increase either chill magnitude or freeze buildup.

ClydeTheCamel4 months ago1

Chill doesn't interact with attack speed, but action speed. This includes movement, attacks, and casting.

Otherwise a good summary!

Headlyheadlly4 months ago1

I don’t have an answer to your question, but based on all this, you’ve either found the perfect game or your new least favorite. No in between

perihelion864 months ago1

Spells:

+Skills

Martial weapons:

High DPS base weap

+Skills

lasagnaman4 months ago1

Fire DoT is Ignite.

No, Ignite is (a type of) Fire DoT. As you point out, there are other Fire DoTs that aren't ignite.

I believe burning is literally an alias for "Fire DoT".

ClydeTheCamel4 months ago1

The Rage section also needs a correction. Rage provides 1% more attack damage per rage, and this is not capped at 30%. The baseline maximum rage for all classes is 30, however the max rage stat can be increased.

FTMANEMETAL4 months ago1

Don’t forget “skill speed”. You have attack speed and cast speed which is separate and then skill speed which is essentially both