Damage

Damage is the process at which a player or monster's life or energy shield is reduced.

Damage reduction only affects physical damage. The other four damage types each have their own resistance value (e.g. "Fire resistance") which is viewable in the character sheet. Resistances reduce damage taken, and are normally capped at 75%. However, there are passives and items that can increase maximum resistances to allow for values higher than 75%.

If a passive does not specify whether it affects weapon or spell damage, it will affect both.

This page focuses on damage being dealt by the player. For information on how the elements affect him, see status ailments and resistances. For information on when damage is applied see, receiving damage.

Damage sources
All damage instances have exactly one damage source. Modifiers which apply specifically to one source never apply to the others. There are currently four damage sources:


 * Attack
 * Spell
 * Secondary
 * Damage over time

Damage types
A hit can be composed of several types of damage, but each type of damage has modifiers applied to it separately from other types in the same hit. Damage over time effects always consist of exactly one damage type. All damage must have exactly one type; there is no such thing as "typeless" or "multi-typed" damage.

Currently there are 5 types of damage:

Physical Damage

 * Main article: Physical damage

Physical damage is usually dealt by attacks but can also come from some spells, like, , , , and. Most sources of life leech and mana leech only apply to physical attack damage when determining how much life or mana is gained. Many passive attack skills only increase physical damage, especially those which apply to a specific weapon type.

Fire Damage

 * Main article: Fire damage

Dealing a critical strike with fire damage inflicts the ignite ailment. Fire damage has its own unique term for damage over time called burning damage that applies exclusively to fire damage over time effects.

Cold Damage

 * Main article: Cold damage

Hitting an enemy with cold damage can inflict the chill ailment, while dealing a critical strike with cold damage can inflict the freeze ailment.

Lightning Damage

 * Main article: Lightning damage

Dealing a critical strike with lightning damage can inflict the shock ailment. Lightning damage has a greater damage range than other damage types---it tends to deal 10-190% of the average damage, instead of 80-120% as with other damage types.

Chaos Damage

 * ''Main article: Chaos damage

Chaos damage ignores energy shield, reducing life directly. Notably, while the poison ailment is associated with chaos damage it is not inflicted when dealing a critical strike with chaos damage.

Keywords exclusive to a damage source
Some keywords are exclusive to a damage source.

Melee
Melee damage is a category of damage exclusive to the attack damage source; in the case of damage instances who inherit keywords from a parent skill (such as ignite or Puncture's bleed) the melee keyword is not inherited.

Unarmed

 * Main article: Unarmed

Unarmed damage is a subcategory of Melee Damage and therefore inherits damage modifiers from the Melee and Attack keywords.

Weapon-specific Keywords
Weapon-specific keywords are derivatives of the Attack damage source and therefore are not inherited by damage instances who inherit keywords from a parent skill (such as ignite, puncture's bleed, or Poison Arrow's poison cloud).

Other Keywords
Beyond source and type, there are several other ways to classify damage which are best referred to by their generic name Keywords. In the case of a damage instance triggered by a parent skill (such as ignite), these modifiers are all inherited from the triggering hit. See keywords for more information.

Area
Certain skills have an Area of Effect (AoE for short) and can affect multiple enemies or allies at once.

Elemental
Elemental Damage modifiers affect all types of elemental damage (Fire, Cold and Lightning). Chaos damage is not considered elemental.

Mine
Mines are skills which are thrown (like Traps) and detonated by a separate command.

Minion
Modifiers to minion damage function as a generic damage modifier granted to the minion. This means it will apply to all damage dealt regardless of source, type, or keywords.

Projectile
Note that skills with the bow keyword are considered to implicitly be projectiles.

Totem
Modifiers to totem damage function as a generic damage modifier granted to the totem. This means it will apply to all damage dealt regardless of source, type, or keywords.

Trap
Modifiers to trap damage function as a generic damage modifier granted to the trap. This means it will apply to all damage dealt regardless of source, type, or keywords.

Generic Modifiers
Damage modifiers that have no restrictions or specifications are commonly referred to as generic damage modifiers. These modifiers are potent since they will apply to all damage dealt by the modified skill regardless of source, type, or keywords.

Reflected damage

 * Main article: Damage reflection

Applying to all damage types
Unique items that modify damage for all damage types globally.

Conditionally applying to all damage types
Unique items that modify damage for all damage types globally based on a condition.

Other unique items
Unique items that otherwise interact with all damage types, but don't fit any of the above categories.

Passive skills
Certain passive skills and many Ascendancy class passives grant increased Damage under certain conditions.