Damage Calculation

Damage Calculation and Damage Bonuses order:

Damage Scaling

Most items have damage scaling applied, which is indicated by the letter (S, A, B, C, D, E) at the requirements.
Damage scaling adds a part of the attribute’s value to all damage types where the damage is not 0. The final value is rounded down.

SABCDE
>100%100% – 81%80% – 61%60% – 41%40% – 21%20% – 1%no scaling

Example: Steel Bow has a scaling of STR: 10% and DEX: 20%.
10% of the player’s Strength and 20% of the player’s Dexterity is added to the physical damage of the item.

Example: Weynard’s Golden Zweihander has a scaling of STR: 30%.
30% of the player’s Strength is added to the physical and holy damage of the item.

Cursed

Elemental resistances of cursed enemies are reduced to 30% of their standard resistance.

Piercing

Piercing ignores physical defense in the damage calculation, setting the physical defense of the target to 0.

Example Modification: 20% Chance to inflict Piercing Damage
On hit there is a 20% chance to reduce the physical defense of the target to 0 for the damage calculation.

Base Damage Calculation

Damage = Damage Physical * (10 / 10 + Defense Physical) + Damage Fire * (1 – Defense Fire) + Damage Ice * (1 – Defense Ice) + Damage Holy * (1 – Defense Holy) + Damage Dark * (1 – Defense Dark)

Defense Fire, Defense Ice, Defense Holy and Defense Dark cap at 0.8 (=80%). The resistance cap can be increased via items.

Critical Hits

Critical Hit Chance = (2% +x% Critical Hit Chance) * (1 + Luck / 20)
Critical Hit Damage = Damage * (1 + 20% +x% Critical Damage)

% Damage Taken

The % Damage Taken affixes are applied after the damage calculation.

% Damage Taken (Timed)

The timed % Damage Taken bonuses are applied separately after the first % Damage Taken calculation.
Example: The consumable Dragon Stew provides -10% Damage Taken for 60 seconds.