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Damage Calculation

A weapon hit can contain Physical, Fire, Frost, Lightning, and Holy Damage. Elemental flat damage and Physical conversion enter the full weapon-damage process; vanilla enchantment damage is added near the end and does not benefit from most weapon multipliers.

Weapon Damage Composition

Physical Base

Physical flat-damage Affixes and the flat portion of Physical Compound Damage first use the weapon's final flat-damage coefficient. Fixed Physical Damage supplied directly by a Variant does not use that coefficient:

Total Physical = [Base weapon Physical + (Physical flat Affixes + Physical Compound flat) × final Physical coefficient + Variant fixed Physical flat] × (1 + Physical Damage %)

The final coefficient is the Weapon Family's base coefficient plus its Variant adjustment. Short Scythe uses a Physical-coefficient override. See Weapon Base Stats for the complete table.

For a vanilla falling critical, base weapon damage is first restored to its non-critical value; the vanilla 1.5 multiplier is applied later with the other multipliers.

Physical Conversion

All Physical-to-element conversion percentages are added together, capped at 100%. Conversion affects the Physical total above but not vanilla enchantment damage.

Elemental Damage

Each element is calculated separately:

Element = [(Element flat Affixes + Element Compound flat) × final Elemental coefficient + converted Physical] × (1 + Elemental Damage % + element-specific bonus)

Weapon Damage Multipliers

Remaining Physical and all four elemental buckets share the following multipliers:

Multiplier Rule
Slayer and Blessing The highest applicable regular Slayer is added to all active Blessings
Giant-variant Slayer Independent multiplier against Giant variants: Giant Slayer ×2.0; matching Undead and Human Slayer each ×1.5
All Damage Ordinary All Damage values add together into one multiplier
Legendary All Damage Fixed Legendary weapon bonus is independent
Unique All Damage Unique All Damage is independent
Runeforged Critical Strike Randomly triggered by Critical Strike Chance; base bonus is 50% plus Critical Strike Damage
Single-Wield Damage Active with an empty offhand
Leap Attack Damage Active when the hit meets vanilla falling-critical conditions
Dash Attack Damage Active on a sprint attack
Vanilla critical ×1.5 when vanilla falling-critical conditions are met

These rows multiply one another. Slayer/Blessing 40%, All Damage 20%, and a Runeforged Critical Strike 50% produce 1.40 × 1.20 × 1.50, not one additive 110% bonus.

Runeforged Critical Strikes and vanilla falling criticals are independent. Leap Attack Damage checks the vanilla falling critical and does not activate from Critical Strike Chance.

Curses and Enchantment Damage

Cursed Physical and Elemental Damage penalties multiply their matching buckets after the weapon multipliers above.

Vanilla enchantment damage and enchantment-style elemental additions are then added as flat damage. They do not benefit from Physical/Elemental %, Slayer, Blessing, All Damage, Runeforged Critical Strike, Single-Wield, Leap, or Dash multipliers.

See Elemental Enchantments for levels, eligibility, and Affix conflicts of the four Runeforged Elemental Enchantments.

Defense

Physical Damage

  1. Full target Armor and Armor Toughness are applied; Armor Penetration lowers the Armor used for this hit.
  2. Enchantment protection and other magic protection are applied.
  3. Armor-affix percentage reductions and Legendary All Damage Reduction are applied.

Armor is capped at 50. The first 30 points use the Armor and Armor Toughness formula, while points above 30 provide additional reduction. The actual percentage depends on hit size and Armor Toughness.

Elemental Damage

  1. 75% of target Armor and 75% of Armor Toughness are applied; Armor Penetration also lowers this Armor.
  2. The matching elemental resistance is applied. Resistance before penetration is clamped to -100%–95%, then Elemental Resistance Penetration is subtracted.
  3. Applicable armor-affix reductions are applied.

Positive resistance reduces damage; negative resistance increases it. See Elements, Resistances & Status Effects.

Armor-Affix Reduction

Applicable ordinary reductions add together: All Damage Reduction, Melee/Projectile/Explosion/Fire reduction, chestplate Physical/Elemental reduction, and one active Shelter. Legendary fixed All Damage Reduction is an independent multiplier:

Combined reduction = 1 - (1 - additive reduction) × (1 - Legendary reduction)

Legendary reduction itself is capped at 80%, and the entire armor-affix stage can remove at most 80% of the damage entering that stage. See Armor Affixes.

On-Hit Elemental Effects and Armor Break

Fire, Frost, Lightning, Holy effects and Physical armor-break thresholds use the corresponding raw damage bucket before Armor and resistance.

Physical hits apply 4-second Armor Break. Raw Physical Damage of 5 / 10 / 40 adds 5% / 10% / 25%, stacking up to 50%. It acts alongside Slice's Armor reduction. Monster-sourced Physical Armor Break does not affect players.