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:
- Base resistance: ordinary monsters use
10% + level bonusfor Frost, Lightning, and Holy, while Fire is0%without level scaling. - Add Elite Affix resistance.
- Apply the base-stage minimum from Elemental or single-element Resistance.
- Add status and environment modifiers.
- Clamp to
-100%–95%. - Subtract Elemental Resistance Penetration.
Final damage = max(0, post-Armor damage × (1 - effective resistance / 100))