Receiving damage

There are a number of steps involved in deciding whether damage sources such as attacks, spells and secondary damages hits or not and how much damage is done to the target.

Order of operations
The list below displays the order of operations when an attacker attempts to damage a defender:  Initial damage Damage sources have a base damage that can be increased by various stats. Stats are only applied once per calculation. 

Flat damage
 * Local modifiers apply to base damage on the relevant source, for example most modifiers on weapons.
 * Added damage to attacks or spells from equipment and support gems.

Damage conversion
 * Added as modifiers adds a percentage of one damage type as another damage type, for example or.
 * Converted to modifiers changes one type of damage into another, for example.

Global modifiers Converted damage can take benefit of bonuses for the damage type it was before and what it converted into.
 * All and  modifiers are additive.
 * All and  modifiers are multiplicative.

Critical strike roll Hits can be rolled as a critical strike which multiplies the damage by % by default.  

Preventing the hit:  Evasion of attacks. </li> Dodge and Spell dodge. </li> </ol> </li>

Damage shift: Incoming damage can be shifted to another damage type. It is usually done by utilizing an item which offers the modifier, for example:

It is important to note that this is not damage conversion, as shifted part of damage does not retain its original damage property so it won't get mitigated either twice or by the more favorable 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. </li>

Damage mitigation: <ul> Damage can be avoided, for example with. Avoiding damage stops the damage of a hit. It still counts as a hit, even if it only is 0 damage. </li> Elemental and chaos damage is mitigated by its respective resistance.</li> Physical damage is mitigated by the sum of all modifiers, up to its % cap. These modifiers can be calculated from: </ul> </li>
 * Armour, which grants damage reduction relative to how much Armour you have compared to the initial physical damage hit.
 * Other sources of flat physical damage reduction, such as:
 * Endurance charges
 * </li></li>

 Damage taken: After damage mitigation, modifiers to damage taken are applied. Flat amounts are applied first, then the sum of all increases/reductions and lastly with more/less multipliers applied separately:

</li>

Blocking the damage:  Block and Spell block. </li> </ol> </li>Taking the final damage:  Non-chaos damage damages energy shield protecting life until it's depleted, by default.</li> For Mind over Matter users, #% of the remaining damage is removed from mana. Mind over Matter only applies if the damage is affecting life.</li> </ol> Chaos damage always bypasses energy shield. This applies regardless if energy shield is protecting life or mana. </li> </ol>

Damage over Time generally follows the same principle, however this damage source doesn't hit which means that it ignores evasion, damage shifts, armour and other mechanics that requires a hit. Other sources of physical damage reduction will apply as usual though. As for damage taken step, modifiers that generally affect or  will apply, but  won't.

Unlucky
If a damage roll is unlucky, the damage calculation will be rolled twice and the lower value will be chosen. Rolls to crit/evade/dodge/block are unchanged and only happen once. This can effectively reduce damage by up to one third if the damage has a very low minimum, with the benefit decreasing rapidly: Damage with minimum at half the maximum will only be reduced by one ninth. Currently unlucky is only found on the unique ring and the "" map suffix.