Video summary
Complete Damage Guide - Path of Exile 2
Main summary
Key takeaways
Main ideas / concepts
- Your actual damage output is determined by multiple layers of calculations for both attacks and spells.
- Attacks primarily scale from weapon damage, while spells have their own explicit base damage (not derived from weapon damage in the same way).
- Damage types can be added (e.g., elemental/chaos) alongside physical (or other base types).
- Damage conversion happens in two steps, then you apply:
- increased/decreased modifiers
- more/less multipliers
- then critical strike calculations
- Crits are chance-based, but crit damage acts as a multiplicative “final” step that can scale further with “crit bonus” type stats.
- If conversion exceeds 100% in a step, the game normalizes down to a total of 100%.
Damage calculation breakdown (methodology)
1) Start with Attacks (weapon-based core damage)
- Core scaling: Most attacks scale from weapon core damage.
- Attack percentage modifier: Attacks typically deal ~50% to 150% of weapon core damage as an initial range (with edge cases outside that).
- Key flat-damage sources that add into weapon/core damage:
- Local modifiers (typically on weapons)
- Often worded like: “Adds X [damage type] to attacks”
- Their values appear in the weapon tooltip and directly increase the weapon’s relevant damage contribution.
- Non-local flat damage to attacks (often on rings/gloves)
- Often worded like: “Adds X [damage type] to attacks” but applied globally/non-locally.
- These add their flat damage into the same core attack damage pool before later math.
- Local modifiers (typically on weapons)
- Multi-damage-type attacks: An attack can deal multiple types simultaneously, e.g.:
- The ability’s base damage (often physical/core ability damage)
- Plus extra granted damage types from mods (e.g., +4 fire damage)
2) Start with Spells (spell-based base damage)
- Spells don’t generally take their base damage from the weapon core damage.
- Instead, the spell itself defines base damage explicitly.
- Spells can also add multiple damage types, conceptually mirrored from attacks:
- Base spell damage type(s)
- Plus any extra damage granted by “adds X damage” effects
3) Damage conversion (two-step process)
Conversion occurs in two distinct steps, both resolved “all at once” as a batch before later modifiers.
Step A: Skill-based conversion
- Comes from the skill/ability context and conversion rules such as:
- “Converts [amount/type] physical damage dealt to [another type]”
- Example structure (narrative math):
- Start: 100 physical
- Add flat elemental (from gear): +10 fire
- Conversion changes the physical portion into another type (example outcome):
- 60 physical / 40 lightning
- Fire stays as extra flat damage: +10 fire
Step B: Modifier-based “gain” conversion
- Triggered by passives/armor/gear that:
- convert portions of elemental damage into other types, and/or
- add chaos from conversion outputs
- Example structure (narrative math):
- Armor converts: 50% elemental → cold
- Another modifier “gives” 10% of chaos damage
- Example outcome:
- Lightning reduced because part converts to cold:
- 20 lightning remains
- 5 fire remains
- 25 cold is produced
- Lightning reduced because part converts to cold:
- Then chaos is gained from the relevant core pool:
- 10% chaos → 11 chaos (per the example’s totals)
Over-conversion normalization rule
- If conversion in either step totals more than 100%, values are normalized so the maximum sum is 100%.
-
Example (conceptual):
-
If you have:
- 100% physical → chaos
- 50% physical → fire
- 50% physical → cold (total = 200%)
-
The result normalizes to:
- 50% chaos / 25% fire / 25% cold
- Within each step, there’s no looping; conversion is applied as one combined calculation.
-
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4) Apply increased / decreased modifiers (first modifier bucket)
- After conversion, you enter a bucket of increased and decreased modifiers.
- Two categories: 1) Increased based on projectile/area/other qualifiers - Example: “+10% increased damage with projectiles” - Applies only when the ability’s mechanics qualify (projectile vs AOE). - If an ability has multiple stages (e.g., projectile then explosion): - projectile modifiers generally apply to projectile damage - AOE modifiers apply to AOE damage - any AOE derived from projectile is unclear 2) Increased based on damage type - Example: “+10% increased physical damage” - All matching “increased/decreased” modifiers add together into one sum.
- The resulting increased/decreased total is applied to each qualifying damage type.
Important takeaway:
- All increased/decreased modifiers are added together first, then applied.
5) Apply more / less modifiers (multiplicative buckets)
- Next come more/less modifiers, which are multiplicative, not additive.
- They behave like:
- “Deal X% more [damage type]”
- “Deal Y% less [range/projectile/etc]”
- The example emphasizes stacking multiple multipliers:
- Apply one “more,” then apply another “more” when it qualifies.
- Key takeaway:
- Even small “more” values can be far stronger than comparable “increased” because they are separate multiplicative pools.
6) Apply critical strikes
Crit chance
- Comes from:
- weapon crit chance (for attacks)
- spell crit chance (for spells)
- Can be modified by percent crit chance sources:
- treated as additive (e.g., base 10% + another 10% = 20%)
Crit damage multiplier
- Treated as another multiplicative step at the end.
- Crits use a crit bonus multiplier (example described as “2x baseline,” then scaled).
- Crit bonus scaling:
- “Crit damage bonus” stats increase the crit multiplier beyond 2x.
- Example: 50% crit bonus → 2.5x instead of 2x.
- The crit multiplier applies to the whole damage result, affecting all damage types produced in that chain.
Speakers / sources featured
- No other named speakers or sources are identified in the provided subtitles.
- Speaker: an unnamed YouTube narrator/creator (the person giving the guide).
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