Damage and ailments
Damage types
Every hit carries up to four types of damage: Physical, Fire, Cold, Lightning. Each part is reduced separately by the target's defences, then the parts are added up. The same rules apply to hits on players and on monsters.
Armour and resistances
- Armour reduces physical damage by armour ÷ (armour + 10 × damage), at most 90%. Big hits get through armour much more easily than small ones.
- Resistances reduce fire, cold and lightning damage by their percentage. Players are capped at 75%; monsters have fixed resistances (see Families).
- Shocked targets take 20% more damage from every hit, after armour and resistances.
Share of a physical hit prevented by armour
| 5 damage hit | 20 damage hit | 80 damage hit | |
|---|---|---|---|
| 50 armour | 50% | 20% | 6% |
| 200 armour | 80% | 50% | 20% |
| 800 armour | 90% | 80% | 50% |
Hits
- Attacks use your weapon: its physical damage plus any added damage, times the skill's damage effectiveness. See weapon bases.
- Spells have their own base damage, multiplied by 1.12 for every level above 1 of their gem's power: the character level the gem's level requires (see gem levels), plus any bonus to the level of spell skills.
- Increased damage modifiers (generic, per damage type, and attack or spell) add together, then multiply the damage once.
Critical strikes
Critical chance is the base chance (the weapon's for attacks, the skill's for spells) times increased critical chance, capped at 95%. A critical strike deals 150% damage plus any critical strike multiplier, and always shocks and ignites if the hit has lightning or fire damage. A skill supported by Elemental Focus never ignites, chills or shocks.
Ailments
| Ailment | Caused by | Effect | Lasts |
|---|---|---|---|
| Chill | Any hit with cold damage | Moves and acts 30% slower | 2 s on monsters, 1.5 s on players |
| Shock | Lightning hits: always on a critical strike, otherwise 30% (player hits) or 20% (monster hits) | Takes 20% more damage | 3 s on monsters, 2 s on players |
| Ignite | Fire hits: always on a critical strike, otherwise the skill's ignite chance (Fireball 25%, plus any added ignite chance) or 15% (monster hits) | Burns for 50% of the hit's fire damage per second (40% from monsters), reduced by fire resistance. A stronger ignite replaces a weaker one | 3 s |
A monster killed by an ignite still counts as killed by the player who ignited it.