Damage taken as

Damage taken as is a mechanic that allows damage from one damage type to be taken as another damage type.

Mechanics
On the receiving side, damage may be taken as a different type. This is done before any sort of mitigation. It is important to note that this is not damage conversion. The shifted part of damage does not retain its original damage property so it won't get mitigated either twice or by the more favourable method. For example, if some of the incoming damage is shifted to or from physical, the after-shift value is used in the armour calculation.

is calculated simultaneously, this means that the incoming damage can be shifted to any other type of damage. For example has, this modifier wouldn't have worked if it was a -process.

Since does all calculations simultaneously this also means that the initial damage can not be shifted any further.

For example with and Avian Twins Talisman with  equipped the incoming physical damage will be shifted to fire damage but the fire damage cannot be further shifted to lightning damage. Because both of these operations would be performed simultaneously on the initial physical damage hit. So we'd be trying to take fire damage as lightning damage before any fire damage exists.

Note that damaging ailments are based on damage being dealt, not on damage taken. Changing what type damage is taken as has no effect on them. For example, when you have and physical damage is dealt to you, the converted fire damage never ignites you even if you have. Non-damaging ailments such as shock or chill will still be applied upon converting the incoming damage to lightning and cold damage respectively.

This mechanic is useful against elemental penetration, especially against many boss attacks like Atziri's Flameblast (10% Fire penetration) or The Shaper's projectiles and bullet hell (25% Cold penetration), because for example if you have 50% Cold damage taken as Fire, then with a 1000 Cold hit and 75/75/75 res you would only take 500 * (1 - 0.75) + 500 * (1 - 0.75 + 0.25) = 375 damage instead of 1000 * (1 - 0.75 + 0.25) = 500 damage. If you manage to convert 100% of the penetrated element into another element then you can completely nullify the effect of penetration (in the above example, a 1000 Cold hit would be taken as a 1000 Fire hit and mitigated with 75% Fire resist, resulting in 250 final damage taken).

Talismans
These talisman basetypes can also have :

Essence

 * The can reroll a body armour into a rare with the guaranteed mod.

Synthesis implicit
The following Synthesis implicit mods can only be found on Synthesis unique items, or on rare/magic/normal item if the league has mechanics to drop/acquire :

Drop-only mods

 * The Redblade warbands can drop helmets with the mod.


 * The following mods can only be found on helmets from specific Delve areas:


 * The following mods can be found on helmet in a chest of level 3 incursion room Crucible of Flame (there are additional way to acquire league-specific item including rare items with incursion mods).

Legacy
The following Incursion mods can only be found on legacy items in the permanent leagues:

Passive skills
There are passive skills that related to Damage taken as:

Timeless jewel passives

 * Divine Flesh (from ) gives.
 * Tempered by War (from ) gives.

Version history

 * Physical Damage taken as Chaos/Fire/Cold/Lightning modifiers are now mutually exclusive.
 * The "" modifier now grants 3 to 5% of physical damage taken as an element (from 9 to 10%). it if you'd rather be taking more physical damage.


 * You can no longer roll or craft more than one "X% of Physical Damage taken as Fire/Cold/Lightning" mod on a single item.


 * Introduced to the game.
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