Damage conversion

Damage conversion is a mechanic that changes the damage type from a hit into another damage type. Damage conversions do not apply to damage over time.

Mechanics
Damage conversion is done before any increases, or multipliers are applied to damage guaranteeing that they are only applied once. However, converted damage is affected by modifiers that apply to both the original damage type it was converted from, and the new damage type that it was converted to.

Damage conversion is used by modifiers on skills, passive skills, equipment, and monsters. It comes in two main forms:
 * or
 * or

The difference between these forms is the effect they have on the original damage. modifiers replace the original damage with the new damage, while preserves the original damage, adding the new damage to the total. These two modifiers do not interfere with one another in any way.

Conversion is applied on your character to your damage stats, which have minimum and maximum values. You can see that this happens because you can see that the min and max values of each type are already calculated on your skill, accounting for conversion. For example, assuming that you convert Physical skill 50% to Cold and 50% to Lightning, there will be enough variance in damage ranges to alternate which damage type is higher, enabling the use of.

Converted to
For this type of modifier, the original damage is replaced with the converted damage. The amount of any given damage type that can be converted in this way cannot exceed 100%. If the combined value of all modifiers for a given damage type is greater than 100%, the values are scaled so that the total is 100%. Conversion from skill gems (both active and support skill gems) take priority over conversion from other sources (such as equipment), and is not scaled. The game does not distinguish between damage converted by passives and by gear; this may be of some importance when dealing with Avatar of Fire.

Damage conversion only flows in one direction between types, possibly skipping types, but never going in reverse:
 * Physical → Lightning → Cold → Fire → Chaos

The reason is that conversion is an iterative process from one damage type to the next, so if it goes backwards there'll be an infinite loop. Converted damage can be converted further itself.


 * A player is wielding a bow that deals 100 Physical Damage,
 * a quiver that has ,
 * and gloves that have.
 * The player is using the skill, which has
 * The total in this is example is 150% of Physical Damage, and must be scaled. Since it comes from a skill gem, Lightning Arrow's modifier takes priority and is not scaled. The other two are scaled proportionally to convert the remaining 50% of physical damage.
 * 50 * (50/100) = 25% Converted to Fire Damage by Blackgleam
 * 50 * (50/100) = 25% Converted to Cold Damage by Hrimsorrow
 * In summary, the resulting converted damage would be 50 Lightning Damage, 25 Fire Damage, and 25 Cold Damage, and 0 Physical Damage, a total of 100 Damage.

Added as
This modifier does not replace the original damage, instead it takes a portion of the damage and adds it to the total as a different damage type. Damage added in this way can exceed 100% of the source damage type, and does not need to be scaled.


 * A player is wielding a bow that deals 100 Physical Damage, and using a Blackgleam quiver, Hrimsorrow gloves, and, as in the above example.
 * The skill is supported by a level 1  gem, which has.
 * The result of the Converted to modifiers is the same as in the above example, the amounts are scaled to a total of 100% as normal. The gem adds an additional 25% of the original Physical Damage as Fire Damage
 * In summary, the resulting converted damage would be 50 Lightning Damage, 50 Fire Damage, and 25 Cold Damage, and 0 Physical Damage, a total of 125 Damage.

Converted to
Unique items which convert damage include:

Converted to lightning
Additionally, has a chance to grant.

Converted to cold
Additionally, has a chance to grant.

Converted to fire
Additionally, provides the keystone Avatar of Fire, which converts 50% of each physical, lightning, and cold to fire. also has a chance to grant Avatar of Fire. has a chance to grant.

Added as lightning
Additionally, has a chance to grant.

Added as fire
Additionally, has a chance to grant.

Added as chaos
Please note that there are also items which grant the Unholy Might buff, which grants 30% of physical damage as extra chaos damage, but those are not listed here.

A notable interaction of the mods and  is that they apply for each valid damage type rather than a total of the valid damage types.

For example, the mod would instead translate to:



And the mod would instead translate to:




 * A player is wielding a bow that deals 100 Physical Damage,
 * a quiver that has ,
 * and gloves that have ,
 * and finally, a rare amulet with the mod.
 * For the purposes of this example, let's assume the player has no other damage modifiers.

The player has 100 physical damage, 50 of which is converted to fire from and 50 of which is converted to cold from.

The player has 20 chaos damage:
 * 10 from applying to the 100 base physical damage.
 * 5 from applying to the 50 converted cold damage.
 * 5 from applying to the 50 converted fire damage.

Therefore in total, the player has:
 * 50 Fire + 50 Cold + 20 Chaos = 120 total damage.

Corruption
Previously, corrupting a quiver or scepter had a chance to replace its implicit modifier with one of the following (now only available in Standard league):

Essence
Some Essence grant following modifiers:
 * : to Quiver or Ring
 * : to Helmet

Shaped and Elder items
Shaper and Elder items have a chance to grant following modifiers:
 * Elder weapons:
 * Elder amulets:
 * Elder amulets:
 * Shaper amulets:
 * Shaper amulets:
 * Shaper weapons:
 * Shaper weapons:
 * Shaper quivers:
 * Shaper weapons:
 * Shaper weapons:
 * Shaper scepters:

Crafting Bench
Through use of the Crafting Bench, it is possible to apply the following modifiers:
 * to Gloves
 * to Gloves
 * to Gloves

The Temple of Atzoatl
In The Temple of Atzoatl it is possible to get Gloves with the following signature modifiers:

Passive skills
The following passives convert damage or add damage as another type

Example calculation
Imagine a player wielding a sword that deals 100 Physical Damage, and performs an attack with the following modifiers:
 * from a skill gem
 * from gear
 * from gear
 * from a support gem
 * from a support gem
 * from a support gem
 * from a support gem
 * from a support gem
 * from a support gem
 * from passive skills
 * from Strength and passive skills
 * from passive skills
 * from passive skills

First off, there is more than 100% of physical damage conversion, so the values are scaled to total 100%. As a result, 50% of physical damage will become Cold Damage, 25% will become Fire Damage, and 25% will become Lightning Damage.

The Cold Damage
The amount of Cold damage that has been converted from Physical is 65 (50 Converted to, 15 Added as). 50% of the Cold Damage is Converted to Fire, leaving us with 32.5 remaining Cold Damage. This damage is affected by all Cold and Physical Damage modifiers:
 * 80% + 30% + 15% = 125% increased damage
 * 30% more damage
 * 70% more damage
 * 32.5 * (1 + 0.8 + 0.3 + 0.15) * 1.3 * 1.7 = 161.6 Cold Damage

There is also 30 Cold Damage added by a support gem which was not the result of a conversion. 50% of this is Converted to Fire, and the remaining 15 is affected by all Cold Damage modifiers:
 * 15% increased damage
 * 70% more damage
 * 15 * (1 + 0.15) * 1.7 = 29.3 Cold Damage

The Lightning Damage
There is 25 Lightning Damage that was converted from Physical. This damage is affected by all Lightning and Physical Damage modifiers:
 * 80 + 30 = 110% increased damage
 * 30% more damage
 * 70% more damage
 * 25 * (1 + 0.8 + 0.3) * 1.3 * 1.7 = 116.0 Lightning Damage

The Fire Damage
There is 55 Fire Damage that was converted from Physical. This damage is affected by all Fire and Physical Damage modifiers:
 * 80 + 30 + 20 = 130% increased damage
 * 30% more damage
 * 70% more damage
 * 55 * (1 + 0.8 + 0.3 + 0.2) * 1.3 * 1.7 = 279.6 Fire Damage

There is also 32.5 Fire Damage that was converted from Cold that was converted from Physical. This damage is affected by all Fire, Cold, and Physical Damage modifiers:
 * 80 + 30 + 20 + 15 = 145% increased damage
 * 30% more damage
 * 70% more damage
 * 32.5 * (1 + 0.8 + 0.3 + 0.2 + 0.15) * 1.3 * 1.7 = 176.0 Fire Damage

There is also 15 Fire Damage that was converted from Cold. This damage is affected by all Fire and Cold Damage modifiers:
 * 20 + 15 = 35% increased damage
 * 70% more damage
 * 15 * (1 + 0.2 + 0.15) * 1.7 = 34.4 Fire Damage

The Final Damage
In summary we have
 * 29.3 Cold Damage
 * 161.6 Cold Damage (from Physical)
 * 116.0 Lightning Damage (from Physical)
 * 279.6 Fire Damage (from Physical)
 * 176.0 Fire Damage (from Cold, from Physical)
 * 34.4 Fire Damage (from Cold)

For a total of 190.9 Cold, 490.0 Fire, and 116.0 Lightning Damage, a grand total of 796.9 damage.