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Main
Derivation of the mana/life ratio [Expand]

When Hit, X% of Damage is taken from Mana before Life

Let , to completely remove all mana the damage, , has to be:

 

 

 

 

(1)

The life removed can then be written as:

 

 

 

 

(2)

Solving equation (1) for :

 

 

 

 

(3)

(3) in (2) gives:

 

 

 

 

(4)

Solving (4) for :

 

 

 

 

(5)

The ratio leads to exactly all life and mana being removed from a one-shot. If the ratio is less, i.e. , then mana will have run out before all life is removed.

The table below show the necessary mana/life ratio required for varying amounts of Mind over Matter.

X mana/life ratio
0 0
10% 11%
20% 25%
30% 43%
40% 67%
50% 100%
60% 150%
70% 233%
80% 400%
90% 900%
Sandbox
Derivation of the mana/life ratio

When Hit, X% of Damage is taken from Mana before Life

Let , to completely remove all mana the damage, , has to be:

 

 

 

 

(1)

The life removed can then be written as:

 

 

 

 

(2)

Solving equation (1) for :

 

 

 

 

(3)

(3) in (2) gives:

 

 

 

 

(4)

Solving (4) for :

 

 

 

 

(5)

The ratio leads to exactly all life and mana being removed from a one-shot. If the ratio is less, i.e. , then mana will have run out before all life is removed.

The table below show the necessary mana/life ratio required for varying amounts of Mind over Matter.

X mana/life ratio
0 0
10% 11%
20% 25%
30% 43%
40% 67%
50% 100%
60% 150%
70% 233%
80% 400%
90% 900%

Main
Calculations of the efficiency [Expand]

Assuming the player allocates the Chaos Inoculation keystone, the "value" of this effect is as follows for various maximum elemental resistance breakpoints. (The "Damage Taken" is an arbitrary amount corresponding to a large elemental hit for the purposes of calculation and percentages are rounded up or down to conform to the way the game displays resistances (whole numbers)).

Elemental Resistances Elemental Damage Taken NET Damage Taken w/ IH + CI NET Damage Taken w/o IH + CI IH + CI Mitigation (Effective Max Resists) "Bonus" Effective Max Res provided by IH Effect
85% 30000 3375 4500 89% 4%
80% 30000 4500 6000 85% 5%
76% 30000 5400 7200 82% 6%
75% 30000 5625 7500 81% 6%
70% 30000 6750 9000 78% 8%
65% 30000 7875 10500 74% 9%
60% 30000 9000 12000 70% 10%
50% 30000 11250 15000 63% 13%
45% 30000 12375 16500 59% 14%
40% 30000 13500 18000 55% 15%
30% 30000 15750 21000 48% 18%
25% 30000 16875 22500 44% 19%
20% 30000 18000 24000 40% 20%
15% 30000 19125 25500 36% 21%
10% 30000 20250 27000 33% 23%
5% 30000 21375 28500 29% 24%
0% 30000 22500 30000 25% 25%

For characters with less than 76% Chaos Resistance, Incandescent Heart acts as an elemental damage taken multiplier, increasing the total amount of elemental damage taken as illustrated in the following table:

Elemental Resistances Chaos Resistance Elemental Damage Taken NET Damage taken w/ IH NET Damage Taken w/o IH (Percent of) Elemental Damage Taken
75% -60% 30000 17625 7500 235%
75% -40% 30000 16125 7500 215%
75% -20% 30000 14625 7500 195%
75% 0% 30000 13125 7500 175%
75% 20% 30000 11625 7500 155%
75% 40% 30000 10125 7500 135%
75% 60% 30000 8625 7500 115%
75% 75% 30000 7500 7500 100%
75% 100% 30000 5625 7500 75%
Sandbox
Calculations of the efficiency

Assuming the player allocates the Chaos Inoculation keystone, the "value" of this effect is as follows for various maximum elemental resistance breakpoints. (The "Damage Taken" is an arbitrary amount corresponding to a large elemental hit for the purposes of calculation and percentages are rounded up or down to conform to the way the game displays resistances (whole numbers)).

Elemental Resistances Elemental Damage Taken NET Damage Taken w/ IH + CI NET Damage Taken w/o IH + CI IH + CI Mitigation (Effective Max Resists) "Bonus" Effective Max Res provided by IH Effect
85% 30000 3375 4500 89% 4%
80% 30000 4500 6000 85% 5%
76% 30000 5400 7200 82% 6%
75% 30000 5625 7500 81% 6%
70% 30000 6750 9000 78% 8%
65% 30000 7875 10500 74% 9%
60% 30000 9000 12000 70% 10%
50% 30000 11250 15000 63% 13%
45% 30000 12375 16500 59% 14%
40% 30000 13500 18000 55% 15%
30% 30000 15750 21000 48% 18%
25% 30000 16875 22500 44% 19%
20% 30000 18000 24000 40% 20%
15% 30000 19125 25500 36% 21%
10% 30000 20250 27000 33% 23%
5% 30000 21375 28500 29% 24%
0% 30000 22500 30000 25% 25%

For characters with less than 76% Chaos Resistance, Incandescent Heart acts as an elemental damage taken multiplier, increasing the total amount of elemental damage taken as illustrated in the following table:

Elemental Resistances Chaos Resistance Elemental Damage Taken NET Damage taken w/ IH NET Damage Taken w/o IH (Percent of) Elemental Damage Taken
75% -60% 30000 17625 7500 235%
75% -40% 30000 16125 7500 215%
75% -20% 30000 14625 7500 195%
75% 0% 30000 13125 7500 175%
75% 20% 30000 11625 7500 155%
75% 40% 30000 10125 7500 135%
75% 60% 30000 8625 7500 115%
75% 75% 30000 7500 7500 100%
75% 100% 30000 5625 7500 75%

Main
Example [Expand]
  • A player is wielding a bow that deals 100 Physical Damage,
  • a BlackgleamBlackgleam
    Fire Arrow Quiver
    Requires Level 22Adds 4 to 8 Fire Damage to Bow Attacks10% increased Attack Speed
    +(80-100) to Evasion Rating
    +(10-30) to maximum Mana
    50% of Physical Damage Converted to Fire Damage
    Adds 5 to 10 Fire Damage to Bow Attacks
    Molten feathers, veiled spark,
    Hissing arrows from the dark.
    quiver that has 50% of Physical Damage converted to Fire Damage,
  • and HrimsorrowHrimsorrow
    Goathide Gloves
    Quality: +20%
    Evasion: (86-98)
    Requires Level 9, 17 Dex+(20-30) to Strength
    Adds (5-7) to (13-15) Cold Damage to Spells and Attacks
    +(40-50) to Evasion Rating
    +(20-30)% to Cold Resistance
    50% of Physical Damage Converted to Cold Damage
    Reflects 10 Cold Damage to Melee Attackers
    Of ancient giants, none remain,
    Their only trace is timeless pain.
    gloves that have 25% of Physical Damage converted to Cold Damage.
  • The player is using the skill Lightning ArrowLightning ArrowAttack, AoE, Projectile, Lightning, Bow
    Level: (1-20)
    Cost: (7-11) Mana
    Attack Damage: (130-154)% of base
    Effectiveness of Added Damage: (130-154)%
    Projectile Speed: 3260
    Requires Level 12Fires a charged arrow at the target, causing them to be struck by a bolt of lightning which damages nearby enemies.Per 1% Quality:1Superior2Anomalous3Divergent4Phantasmal1% chance to Shock enemies1% increased Area of Effect1% of Physical Damage Converted to Lightning Damage1% chance to Hit an additional EnemyDeals (130-154)% of Base Attack Damage
    50% of Physical Damage Converted to Lightning Damage
    Hits up to 3 additional enemies near the target
    (1-9) to (13-179) Added Lightning Damage
    Shocks Enemies as though dealing (100-290)% more Damage
    Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
    Lightning Arrow skill icon.png
    , which has 50% of Physical Damage converted to Lightning Damage
The total in this is example is 125% 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 * (50/75) = 33.33% Converted to Fire Damage by Blackgleam
25 * (50/75) = 16.67% Converted to Cold Damage by Hrimsorrow
In summary, the resulting converted damage would be 50 Lightning Damage, 33 Fire Damage, and 17 Cold Damage, and 0 Physical Damage, a total of 100 Damage.
Sandbox
Example
  • A player is wielding a bow that deals 100 Physical Damage,
  • a BlackgleamBlackgleam
    Fire Arrow Quiver
    Requires Level 22Adds 4 to 8 Fire Damage to Bow Attacks10% increased Attack Speed
    +(80-100) to Evasion Rating
    +(10-30) to maximum Mana
    50% of Physical Damage Converted to Fire Damage
    Adds 5 to 10 Fire Damage to Bow Attacks
    Molten feathers, veiled spark,
    Hissing arrows from the dark.
    quiver that has 50% of Physical Damage converted to Fire Damage,
  • and HrimsorrowHrimsorrow
    Goathide Gloves
    Quality: +20%
    Evasion: (86-98)
    Requires Level 9, 17 Dex+(20-30) to Strength
    Adds (5-7) to (13-15) Cold Damage to Spells and Attacks
    +(40-50) to Evasion Rating
    +(20-30)% to Cold Resistance
    50% of Physical Damage Converted to Cold Damage
    Reflects 10 Cold Damage to Melee Attackers
    Of ancient giants, none remain,
    Their only trace is timeless pain.
    gloves that have 25% of Physical Damage converted to Cold Damage.
  • The player is using the skill Lightning ArrowLightning ArrowAttack, AoE, Projectile, Lightning, Bow
    Level: (1-20)
    Cost: (7-11) Mana
    Attack Damage: (130-154)% of base
    Effectiveness of Added Damage: (130-154)%
    Projectile Speed: 3260
    Requires Level 12Fires a charged arrow at the target, causing them to be struck by a bolt of lightning which damages nearby enemies.Per 1% Quality:1Superior2Anomalous3Divergent4Phantasmal1% chance to Shock enemies1% increased Area of Effect1% of Physical Damage Converted to Lightning Damage1% chance to Hit an additional EnemyDeals (130-154)% of Base Attack Damage
    50% of Physical Damage Converted to Lightning Damage
    Hits up to 3 additional enemies near the target
    (1-9) to (13-179) Added Lightning Damage
    Shocks Enemies as though dealing (100-290)% more Damage
    Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
    Lightning Arrow skill icon.png
    , which has 50% of Physical Damage converted to Lightning Damage
The total in this is example is 125% 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 * (50/75) = 33.33% Converted to Fire Damage by Blackgleam
25 * (50/75) = 16.67% Converted to Cold Damage by Hrimsorrow
In summary, the resulting converted damage would be 50 Lightning Damage, 33 Fire Damage, and 17 Cold Damage, and 0 Physical Damage, a total of 100 Damage.