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Elements, Resistances & Status Effects

Weapons can gain Elemental Damage from regular Affixes, Physical conversion, or Elemental Enchantments.

Resistance is measured in percent: positive values reduce damage and negative values are weaknesses. Base resistance, Elite resistance, and status modifiers are clamped to -100%–95%; Elemental Resistance Penetration is subtracted afterward, so effective resistance can fall below -100%.

Base Resistances

Fire

  • Arthropods -50%
  • Slimes -50%
  • Snow/Frost mobs -100%
  • Nether mobs +50%
  • Witches -100%
  • Bogged +50%
  • Silverfish -50%
  • Other ordinary monsters 0%, with no level scaling

Frost

  • Nether mobs -100%
  • Snow/Frost mobs +50%
  • Creepers -50%
  • Endermen -50%
  • Other ordinary monsters 10% + level bonus

Lightning

  • Aquatic mobs -50%
  • Metal mobs -100%
  • Entities wearing conductive armor -50%
  • Creepers +50%
  • Witches +50%
  • Phantoms -50%
  • Endermen use default resistance

Holy

  • Undead -100%
  • Illagers -50%
  • End mobs +50%, except the Ender Dragon uses default resistance
  • Villagers +75%
  • Iron Golems +75%
  • Witches +75%
  • Endermen +50%

Status and Environment Modifiers

  • In water: Fire +25%, Frost -25%, Lightning -25%.
  • Exposed to rain: Lightning -25%; this is the same environment weakness as water and does not stack with it.
  • Burning: Frost -25% and Physical resistance -10%.
  • Frost Slow: Fire -25% and Frost -10%.
  • Lightning-struck state: all elemental resistances -15%, plus +15% incoming Physical melee/projectile damage.
  • Holy defensive buff: all elemental resistances +15%.

Elemental Effects

Damage type On-hit effect
Physical 4-second Armor Break: raw Physical Damage of 5/10/40 adds 5%/10%/25%, stacking to 50%
Fire Stacking burn for 1–4 seconds at 1–4 damage per second; burning also causes Frost Resistance -25% and Physical Resistance -10%
Frost Slowness II for 0.5–4 seconds; causes Fire Resistance -25% and Frost Resistance -10%; interrupts Creeper explosions and Blaze charging and prevents Enderman teleporting
Lightning 5%–20% chance to strike for extra Lightning Damage equal to 50% of the attack's total damage and apply -15% all elemental and Physical resistance; chance doubles during thunderstorms
Holy 20%–100% chance to heal the attacker for 1 and grant +15% all elemental resistance for 4 seconds

Effect strength scales with the matching raw damage bucket from 0 to 40, reaching maximum at 40.

Elite Affix Resistance

Elemental Resistance

Adds +40% to all four elements and sets a 40% minimum during the base-resistance stage. Status effects and penetration can still reduce the result below 40%.

Single-Element Resistance

Fire, Frost, Lightning, or Holy Resistance adds +80% to its main element and +20% to the other three. The main element has a 75% base-stage minimum, and penetration of that element is doubled.

For example, 20% Fire penetration acts as 40% against a Fire Resistance Elite but remains 20% for its other elements.

Pulse Resistance

Fire Pulse adds +50% Fire Resistance; Lightning Pulse adds +50% Lightning Resistance.

Resistance Order

Elemental damage first passes through 75% Armor and 75% Armor Toughness, then resistance:

  1. Base resistance: ordinary monsters use 10% + level bonus for Frost, Lightning, and Holy, while Fire is 0% without level scaling.
  2. Add Elite Affix resistance.
  3. Apply the base-stage minimum from Elemental or single-element Resistance.
  4. Add status and environment modifiers.
  5. Clamp to -100%–95%.
  6. Subtract Elemental Resistance Penetration.

Final damage = max(0, post-Armor damage × (1 - effective resistance / 100))